Wide 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%2F25%3A00383905" target="_blank" >RIV/68407700:21230/25:00383905 - isvavai.cz</a>
Výsledek na webu
<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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Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Wide Bounding Volume Hierarchies for Ray Tracing
Popis výsledku v původním jazyce
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%).
Název v anglickém jazyce
Wide Bounding Volume Hierarchies for Ray Tracing
Popis výsledku anglicky
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%).
Klasifikace
Druh
O - Ostatní výsledky
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
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2025
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů