A Survey on Bounding Volume Hierarchies for Ray Tracing
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F68407700%3A21230%2F21%3A00352512" target="_blank" >RIV/68407700:21230/21:00352512 - isvavai.cz</a>
Výsledek na webu
<a href="https://doi.org/10.1111/cgf.142662" target="_blank" >https://doi.org/10.1111/cgf.142662</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1111/cgf.142662" target="_blank" >10.1111/cgf.142662</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
A Survey on Bounding Volume Hierarchies for Ray Tracing
Popis výsledku v původním jazyce
Ray tracing is an inherent part of photorealistic image synthesis algorithms. The problem of ray tracing is to find the nearest intersection with a given ray and scene. Although this geometric operation is relatively simple, in practice, we have to evaluate billions of such operations as the scene consists of millions of primitives, and the image synthesis algorithms require a high number of samples to provide a plausible result. Thus, scene primitives are commonly arranged in spatial data structures to accelerate the search. In the last two decades, the bounding volume hierarchy (BVH) has become the de facto standard acceleration data structure for ray tracing-based rendering algorithms in offline and recently also in real-time applications. In this report, we review the basic principles of bounding volume hierarchies as well as advanced state of the art methods with a focus on the construction and traversal. Furthermore, we discuss industrial frameworks, specialized hardware architectures, other applications of bounding volume hierarchies, best practices, and related open problems.
Název v anglickém jazyce
A Survey on Bounding Volume Hierarchies for Ray Tracing
Popis výsledku anglicky
Ray tracing is an inherent part of photorealistic image synthesis algorithms. The problem of ray tracing is to find the nearest intersection with a given ray and scene. Although this geometric operation is relatively simple, in practice, we have to evaluate billions of such operations as the scene consists of millions of primitives, and the image synthesis algorithms require a high number of samples to provide a plausible result. Thus, scene primitives are commonly arranged in spatial data structures to accelerate the search. In the last two decades, the bounding volume hierarchy (BVH) has become the de facto standard acceleration data structure for ray tracing-based rendering algorithms in offline and recently also in real-time applications. In this report, we review the basic principles of bounding volume hierarchies as well as advanced state of the art methods with a focus on the construction and traversal. Furthermore, we discuss industrial frameworks, specialized hardware architectures, other applications of bounding volume hierarchies, best practices, and related open problems.
Klasifikace
Druh
J<sub>imp</sub> - Článek v periodiku v databázi Web of Science
CEP obor
—
OECD FORD obor
10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)
Návaznosti výsledku
Projekt
<a href="/cs/project/GA18-20374S" target="_blank" >GA18-20374S: Interaktivní zobrazování s distribuovaným výpočtem osvětlení</a><br>
Návaznosti
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)
Ostatní
Rok uplatnění
2021
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
COMPUTER GRAPHICS FORUM
ISSN
0167-7055
e-ISSN
1467-8659
Svazek periodika
40
Číslo periodika v rámci svazku
2
Stát vydavatele periodika
US - Spojené státy americké
Počet stran výsledku
30
Strana od-do
683-712
Kód UT WoS článku
000657959600052
EID výsledku v databázi Scopus
2-s2.0-85107382285