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 |
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| Hlavní autori: | , |
| 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. |
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| 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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| References | Bittner J., Hapala M., Havran V.: Fast Insertion-Based Optimization of Bounding Volume Hierarchies. Computer Graphics Forum 32, 1 (2013), 85-100. 1, 2, 3, 4, 5 Kay T.L., Kajiya J.T.: Ray Tracing Complex Scenes. Computer Graphics (SIGGRAPH '86 Proceedings) 20, 4 (1986), 269-278. 2 Goldsmith J., Salmon J.: Automatic Creation of Object Hierarchies for Ray Tracing. IEEE Computer Graphics and Applications 7, 5 (May 1987), 14-20. 2 Mora B.: Naive ray-tracing: A divide-and-conquer approach. ACM Trans. Graph. 30, 5 (2011), 117:1-117:12. 2 Wald I.: Fast Construction of SAH BVHs on the Intel Many Integrated Core (MIC) Architecture. IEEE Transactions on Visualization and Computer Graphics 18, 1 (2012), 47-57. 2 Wald I., Mark W.R., Günther J., Boulos S., Ize T., Hunt W.A., Parker S.G., Shirley P.: State of the art in ray tracing animated scenes. Comput. Graph. Forum 28, 6 (2009), 1691-1722. 2 Gunther J., Friedrich H., Wald I., Seidel H.-P., Slusallek P.: Ray tracing animated scenes using motion decomposition. Computer Graphics Forum 25, 3 (2006), 517-525. 2 Wald I., Woop S., Benthin C., Johnson G.S., Ernst M.: Embree: A kernel framework for efficient CPU ray tracing. ACM Transactions on Graphics 33 (2014). 2 Garanzha K.: The use of precomputed triangle clusters for accelerated ray tracing in dynamic scenes. Comput. Graph. Forum 28, 4 (2009), 1199-1206. 2 Havran V., Herzog R., Seidel H.-P.: On the Fast Construction of Spatial Data Structures for Ray Tracing. In Proceedings of IEEE Symposium on Interactive Ray Tracing 2006 (Sept 2006), pp. 71-80. 2 Lauterbach C., Garland M., Sengupta S., Luebke D., Manocha D.: Fast BVH Construction on GPUs. Comput. Graph. Forum 28, 2 (2009), 375-384. 2 Wald I., Boulos S., Shirley P.: Ray tracing deformable scenes using dynamic bounding volume hierarchies. ACM Trans. Graph. 26, 1 (Jan. 2007). 2, 5 2012 2013; 32 2011 1986; 20 2010 2006; 25 1987; 7 2009 2008 2011; 30 2007 2006; 2006 2006 2012; 18 2003 2013 2014; 33 2007; 26 2009; 28 e_1_2_9_10_2 e_1_2_9_33_2 e_1_2_9_12_2 e_1_2_9_31_2 e_1_2_9_11_2 e_1_2_9_32_2 e_1_2_9_14_2 e_1_2_9_13_2 e_1_2_9_16_2 e_1_2_9_15_2 e_1_2_9_18_2 e_1_2_9_17_2 e_1_2_9_19_2 e_1_2_9_21_2 e_1_2_9_20_2 e_1_2_9_23_2 e_1_2_9_22_2 e_1_2_9_7_2 Bittner J. (e_1_2_9_4_2) 2009 e_1_2_9_6_2 e_1_2_9_5_2 e_1_2_9_3_2 e_1_2_9_2_2 e_1_2_9_9_2 e_1_2_9_8_2 e_1_2_9_25_2 e_1_2_9_24_2 e_1_2_9_27_2 e_1_2_9_26_2 Wald I. (e_1_2_9_30_2) 2007; 26 e_1_2_9_29_2 e_1_2_9_28_2 |
| References_xml | – reference: Havran V., Herzog R., Seidel H.-P.: On the Fast Construction of Spatial Data Structures for Ray Tracing. In Proceedings of IEEE Symposium on Interactive Ray Tracing 2006 (Sept 2006), pp. 71-80. 2 – reference: Kay T.L., Kajiya J.T.: Ray Tracing Complex Scenes. Computer Graphics (SIGGRAPH '86 Proceedings) 20, 4 (1986), 269-278. 2 – reference: Lauterbach C., Garland M., Sengupta S., Luebke D., Manocha D.: Fast BVH Construction on GPUs. Comput. Graph. Forum 28, 2 (2009), 375-384. 2 – reference: Wald I., Woop S., Benthin C., Johnson G.S., Ernst M.: Embree: A kernel framework for efficient CPU ray tracing. ACM Transactions on Graphics 33 (2014). 2 – reference: Gunther J., Friedrich H., Wald I., Seidel H.-P., Slusallek P.: Ray tracing animated scenes using motion decomposition. Computer Graphics Forum 25, 3 (2006), 517-525. 2 – reference: Bittner J., Hapala M., Havran V.: Fast Insertion-Based Optimization of Bounding Volume Hierarchies. Computer Graphics Forum 32, 1 (2013), 85-100. 1, 2, 3, 4, 5 – reference: Wald I., Boulos S., Shirley P.: Ray tracing deformable scenes using dynamic bounding volume hierarchies. ACM Trans. Graph. 26, 1 (Jan. 2007). 2, 5 – reference: Wald I.: Fast Construction of SAH BVHs on the Intel Many Integrated Core (MIC) Architecture. IEEE Transactions on Visualization and Computer Graphics 18, 1 (2012), 47-57. 2 – reference: Garanzha K.: The use of precomputed triangle clusters for accelerated ray tracing in dynamic scenes. Comput. Graph. Forum 28, 4 (2009), 1199-1206. 2 – reference: Wald I., Mark W.R., Günther J., Boulos S., Ize T., Hunt W.A., Parker S.G., Shirley P.: State of the art in ray tracing animated scenes. Comput. Graph. Forum 28, 6 (2009), 1691-1722. 2 – reference: Mora B.: Naive ray-tracing: A divide-and-conquer approach. ACM Trans. Graph. 30, 5 (2011), 117:1-117:12. 2 – reference: Goldsmith J., Salmon J.: Automatic Creation of Object Hierarchies for Ray Tracing. IEEE Computer Graphics and Applications 7, 5 (May 1987), 14-20. 2 – start-page: 49 year: 2009 end-page: 52 – volume: 28 start-page: 1691 issue: 6 year: 2009 end-page: 1722 article-title: State of the art in ray tracing animated scenes publication-title: Comput. Graph. Forum – start-page: 77 year: 2003 end-page: 86 – volume: 28 start-page: 1199 issue: 4 year: 2009 end-page: 1206 article-title: The use of precomputed triangle clusters for accelerated ray tracing in dynamic scenes publication-title: Comput. Graph. Forum – volume: 7 start-page: 14 issue: 5 year: 1987 end-page: 20 article-title: Automatic Creation of Object Hierarchies for Ray Tracing publication-title: IEEE Computer Graphics and Applications – start-page: 33 year: 2012 end-page: 37 – start-page: 77 year: 2008 end-page: 80 – start-page: 49 year: 2012 end-page: 55 – volume: 33 year: 2014 article-title: Embree: A kernel framework for efficient CPU ray tracing publication-title: ACM Transactions on Graphics – year: 2007 – volume: 25 start-page: 517 issue: 3 year: 2006 end-page: 525 article-title: Ray tracing animated scenes using motion decomposition publication-title: Computer Graphics Forum – start-page: 39 year: 2006 end-page: 46 – start-page: 61 year: 2009 end-page: 67 – volume: 20 start-page: 269 issue: 4 year: 1986 end-page: 278 article-title: Ray Tracing Complex Scenes publication-title: Computer Graphics (SIGGRAPH ‘86 Proceedings) – volume: 2006 start-page: 71 year: 2006 end-page: 80 article-title: On the Fast Construction of Spatial Data Structures for Ray Tracing publication-title: Proceedings of IEEE Symposium on Interactive Ray Tracing – start-page: 89 year: 2013 end-page: 100 – start-page: 81 year: 2013 end-page: 88 – volume: 28 start-page: 375 issue: 2 year: 2009 end-page: 384 article-title: Fast BVH Construction on GPUs publication-title: Comput. Graph. Forum – volume: 26 issue: 1 year: 2007 article-title: Ray tracing deformable scenes using dynamic bounding volume hierarchies publication-title: ACM Trans. Graph – start-page: 73 year: 2008 end-page: 76 – volume: 32 start-page: 85 issue: 1 year: 2013 end-page: 100 article-title: Fast Insertion‐Based Optimization of Bounding Volume Hierarchies publication-title: Computer Graphics Forum – volume: 18 start-page: 47 issue: 1 year: 2012 end-page: 57 article-title: Fast Construction of SAH BVHs on the Intel Many Integrated Core (MIC) Architecture publication-title: IEEE Transactions on Visualization and Computer Graphics – start-page: 145 year: 2009 end-page: 149 – volume: 30 start-page: 117:1 issue: 5 year: 2011 end-page: 117:12 article-title: Naive ray‐tracing: A divide‐and‐conquer approach publication-title: ACM Trans. Graph – start-page: 87 year: 2010 end-page: 95 – start-page: 101 year: 2007 end-page: 108 – start-page: 33 year: 2007 end-page: 40 – start-page: 73 year: 2007 end-page: 84 – start-page: 59 year: 2011 end-page: 64 – start-page: 81 year: 2008 end-page: 86 – start-page: 197 year: 2012 end-page: 204 – start-page: 101 year: 2013 end-page: 108 – ident: e_1_2_9_19_2 doi: 10.1145/2159616.2159649 – ident: e_1_2_9_24_2 – ident: e_1_2_9_32_2 doi: 10.1145/2601097.2601199 – ident: e_1_2_9_31_2 doi: 10.1111/j.1467-8659.2008.01313.x – ident: e_1_2_9_5_2 doi: 10.1111/cgf.12000 – ident: e_1_2_9_12_2 doi: 10.1109/MCG.1987.276983 – ident: e_1_2_9_29_2 – ident: e_1_2_9_26_2 doi: 10.1109/RT.2007.4342588 – ident: e_1_2_9_27_2 doi: 10.1109/TVCG.2010.251 – ident: e_1_2_9_15_2 – ident: e_1_2_9_10_2 doi: 10.1145/2492045.2492054 – ident: e_1_2_9_18_2 doi: 10.1109/RT.2008.4634624 – ident: e_1_2_9_9_2 doi: 10.1111/j.1467-8659.2006.00971.x – ident: e_1_2_9_23_2 doi: 10.1145/2019627.2019636 – ident: e_1_2_9_11_2 doi: 10.1145/2018323.2018333 – ident: e_1_2_9_33_2 doi: 10.1145/1278780.1278847 – ident: e_1_2_9_20_2 doi: 10.1145/15886.15916 – volume: 26 issue: 1 year: 2007 ident: e_1_2_9_30_2 article-title: Ray tracing deformable scenes using dynamic bounding volume hierarchies publication-title: ACM Trans. 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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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