Performance Comparison of Bounding Volume Hierarchies for GPU Ray Tracing
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F68407700%3A21230%2F22%3A00360785" target="_blank" >RIV/68407700:21230/22:00360785 - isvavai.cz</a>
Výsledek na webu
<a href="https://jcgt.org/published/0011/04/01/" target="_blank" >https://jcgt.org/published/0011/04/01/</a>
DOI - Digital Object Identifier
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Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Performance Comparison of Bounding Volume Hierarchies for GPU Ray Tracing
Popis výsledku v původním jazyce
Ray tracing is an inherent component of modern rendering algorithms. The bounding volume hierarchy (BVH) is a commonly used acceleration data structure employed in most ray tracing frameworks. Through the last decade, many methods addressing ray tracing with bounding volume hierarchies have been proposed. However, most of these methods were typically compared to only one or two reference methods. The acceleration provided by a particular BVH depends heavily on its construction algorithm. Even experts in the field dispute which method is the best. To add more insight into this challenge, we empirically compare the most popular methods addressing BVHs in the context of GPU ray tracing. Moreover, we combine the construction algorithms with other enhancements such as spatial splits, ray reordering, and wide BVHs. To estimate how close we are from the best performing BVH, we propose a novel method using global optimization with simulated annealing and combine it with the existing best-performing BVH builders. For the sake of fairness and consistency, all methods are evaluated in a single unified framework, and we make all source code publicly available. We also study the correlation between tracing times and the estimated traversal cost induced by the surface area heuristic (SAH).
Název v anglickém jazyce
Performance Comparison of Bounding Volume Hierarchies for GPU Ray Tracing
Popis výsledku anglicky
Ray tracing is an inherent component of modern rendering algorithms. The bounding volume hierarchy (BVH) is a commonly used acceleration data structure employed in most ray tracing frameworks. Through the last decade, many methods addressing ray tracing with bounding volume hierarchies have been proposed. However, most of these methods were typically compared to only one or two reference methods. The acceleration provided by a particular BVH depends heavily on its construction algorithm. Even experts in the field dispute which method is the best. To add more insight into this challenge, we empirically compare the most popular methods addressing BVHs in the context of GPU ray tracing. Moreover, we combine the construction algorithms with other enhancements such as spatial splits, ray reordering, and wide BVHs. To estimate how close we are from the best performing BVH, we propose a novel method using global optimization with simulated annealing and combine it with the existing best-performing BVH builders. For the sake of fairness and consistency, all methods are evaluated in a single unified framework, and we make all source code publicly available. We also study the correlation between tracing times and the estimated traversal cost induced by the surface area heuristic (SAH).
Klasifikace
Druh
J<sub>ost</sub> - Ostatní články v recenzovaných periodicích
CEP obor
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OECD FORD obor
10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)
Návaznosti výsledku
Projekt
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Návaznosti
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2022
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
the Journal of Computer Graphics Techniques
ISSN
2331-7418
e-ISSN
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Svazek periodika
11
Číslo periodika v rámci svazku
October
Stát vydavatele periodika
GB - Spojené království Velké Británie a Severního Irska
Počet stran výsledku
19
Strana od-do
1-19
Kód UT WoS článku
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EID výsledku v databázi Scopus
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