Wide Bounding Volume Hierarchies for Ray Tracing
The result's identifiers
Result code in IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F68407700%3A21230%2F25%3A00383905" target="_blank" >RIV/68407700:21230/25:00383905 - isvavai.cz</a>
Result on the web
<a href="https://cescg.org/cescg_submission/wide-bounding-volume-hierarchies-for-ray-tracing/" target="_blank" >https://cescg.org/cescg_submission/wide-bounding-volume-hierarchies-for-ray-tracing/</a>
DOI - Digital Object Identifier
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Alternative languages
Result language
angličtina
Original language name
Wide Bounding Volume Hierarchies for Ray Tracing
Original language description
Ray tracing, as a technique for producing realistic images, is frequently utilized for offline rendering and increasingly in real-time rendering as well. Modern ray tracing frameworks usually employ wide bounding volume hierarchies (BVH), i.e. hierarchies with branching factor more than two. This paper explores methods for constructing and traversing these acceleration structures. We implemented basic wide BVH construction and traversal using Vulkan 1.3 API and explored utilizing Slang versus GLSL for implementing the traversal shader. In the five different scenes, the evaluations demonstrated an average speedup of 20% with 4-ary versus binary BVH. Slang sometimes greatly outperforms (up to +23%) the GLSL implementation, while at other times it significantly underperforms (up to -30%).
Czech name
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Czech description
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Classification
Type
O - Miscellaneous
CEP classification
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OECD FORD branch
10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)
Result continuities
Project
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Continuities
S - Specificky vyzkum na vysokych skolach
Others
Publication year
2025
Confidentiality
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů