Bounding volume hierarchy-tetrahedralization hybrid acceleration structure for ray tracing
Author(s)
Advisor
Güdükbay, UğurDate
2020-12Publisher
Bilkent University
Language
English
Type
ThesisItem Usage Stats
197
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Abstract
The computational cost of the ray-tracing method is directly proportional to
the number of ray-surface intersection tests. The naive ray-tracing algorithm
requires O(N) computational cost for the ray-surface intersection calculations
where N is the number of primitives in the scene. Ray tracing acceleration
data structures like the regular grid, bounding volume hierarchy (BVH), kd-tree,
constrained tetrahedralization, has been developed to reduce the number of rayobject intersection tests to speed-up ray tracing.
We propose a hybrid acceleration structure, the Bounding Volume HierarchyTetrahedral mesh hybrid (BTH) acceleration structure, that can be used to speedup ray tracing. BTH structure is composed of a BVH hierarchy where some of
the leaves of the BVH hierarchy contain tetrahedralizations. We propose an
algorithm for the construction of the BTH structure. We describe methods for
approximating the average nearest-hit cost of a tetrahedralization, which we use
for the construction of BTH. Besides, we can adapt the proposed BTH structure
for dynamic scenes with hierarchical motion. We describe a two-level BVH-BTH
acceleration structure for rendering animated scenes. We test the proposed BTH structure using various scenes. For some of the
experiments, the BTH structure performs better against other acceleration structures in terms of rendering times. We perform experiments for animated scenes. We show that the two-level BTH structure outperforms the two-level BVH structure for the tested dynamic scenes.