Efficient construction of bounding volume hierarchies into a complete octree for ray tracing
This paper proposes an efficient construction scheme for bounding volume hierarchies based on a complete tree. This construction offers up to 4x faster construction times than binned surface area heuristic and offers competitive ray traversal performance. The construction is fully parallelized on x86 CPU architectures; it takes advantage of the eight wide vector units and exploits the advance vector extensions available for current x86 CPU architectures. Additionally, this work presents a clustering algorithm for grouping primitives, which can be computed in linear time O(n) Furthermore, this construction uses the graphics processing unit to perform intensive operations efficiently. Copyright (c) 2016 John Wiley Sons, Ltd.
Comput. Animat. Virtual Worlds