T-SAH: Animation Optimized Bounding Volume Hierarchies

We propose a method for creating a bounding volume hierarchy (BVH) that is optimized for all frames of a given animated scene. The method is based on a novel extension of surface area heuristic to temporal domain (T‐SAH). We perform iterative BVH optimization using T‐SAH and create a single BVH acco...

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Vydané v:Computer graphics forum Ročník 34; číslo 2; s. 527 - 536
Hlavní autori: Bittner, J., Meister, D.
Médium: Journal Article
Jazyk:English
Vydavateľské údaje: Oxford Blackwell Publishing Ltd 01.05.2015
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ISSN:0167-7055, 1467-8659
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Abstract We propose a method for creating a bounding volume hierarchy (BVH) that is optimized for all frames of a given animated scene. The method is based on a novel extension of surface area heuristic to temporal domain (T‐SAH). We perform iterative BVH optimization using T‐SAH and create a single BVH accounting for scene geometry distribution at different frames of the animation. Having a single optimized BVH for the whole animation makes our method extremely easy to integrate to any application using BVHs, limiting the per‐frame overhead only to refitting the bounding volumes. We evaluated the T‐SAH optimized BVHs in the scope of real‐time GPU ray tracing. We demonstrate, that our method can handle even highly complex inputs with large deformations and significant topology changes. The results show, that in a vast majority of tested scenes our method provides significantly better run‐time performance than traditional SAH and also better performance than GPU based per‐frame BVH rebuild.
AbstractList We propose a method for creating a bounding volume hierarchy (BVH) that is optimized for all frames of a given animated scene. The method is based on a novel extension of surface area heuristic to temporal domain (T-SAH). We perform iterative BVH optimization using T-SAH and create a single BVH accounting for scene geometry distribution at different frames of the animation. Having a single optimized BVH for the whole animation makes our method extremely easy to integrate to any application using BVHs, limiting the per-frame overhead only to refitting the bounding volumes. We evaluated the T-SAH optimized BVHs in the scope of real-time GPU ray tracing. We demonstrate, that our method can handle even highly complex inputs with large deformations and significant topology changes. The results show, that in a vast majority of tested scenes our method provides significantly better run-time performance than traditional SAH and also better performance than GPU based per-frame BVH rebuild.
Author Bittner, J.
Meister, D.
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  organization: Faculty of Electrical Engineering
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Snippet We propose a method for creating a bounding volume hierarchy (BVH) that is optimized for all frames of a given animated scene. The method is based on a novel...
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SubjectTerms 1.3.5 [Computer Graphics]: Object Hierarchies
1.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism
Analysis
Animation
Categories and Subject Descriptors (according to ACM CCS)
Computer graphics
Constraining
Frames
Handles
Hierarchies
I.3.7 [Computer Graphics]: Raytracing
Image processing systems
Optimization
Ray tracing
Refitting
Run time (computers)
Studies
Title T-SAH: Animation Optimized Bounding Volume Hierarchies
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Volume 34
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