A Survey on Bounding Volume Hierarchies for Ray Tracing

A Survey on Bounding Volume Hierarchies for Ray Tracing
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DOI:
10.1111/cgf.142662
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发表时间:
2021-05
影响因子:
2.5
通讯作者:
Daniel Meister;Shinji Ogaki;Carsten Benthin;Michael J. Doyle;M. Guthe;Jiří Bittner
Daniel Meister;Shinji Ogaki;Carsten Benthin;Michael J. Doyle;M. Guthe;Jiří Bittner
中科院分区:
计算机科学4区
文献类型:
--
作者:
Daniel Meister;Shinji Ogaki;Carsten Benthin;Michael J. Doyle;M. Guthe;Jiří Bittner

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光线追踪是真实感图像合成算法的固有部分。光线追踪的问题是找到给定光线和场景的最近交点。尽管这种几何运算相对简单,但实际上,我们必须评估数十亿次此类运算,因为场景由数百万个图元组成,并且图像合成算法需要大量样本才能提供合理的结果。因此,场景基元通常排列在空间数据结构中以加速搜索。在过去的二十年中,包围体层次结构(BVH)已成为离线以及最近实时应用中基于光线追踪的渲染算法的事实上的标准加速数据结构。在本报告中,我们回顾了包围体层次结构的基本原理以及先进的最先进方法,重点关注构建和遍历。此外,我们还讨论工业框架、专用硬件架构、包围体层次结构的其他应用、最佳实践和相关的开放问题。
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.