On quality metrics of bounding volume hierarchies

The surface area heuristic (SAH) is widely used as a predictor for ray tracing performance, and as a heuristic to guide the construction of spatial acceleration structures. We investigate how well SAH actually predicts ray tracing performance of a bounding volume hierarchy (BVH), observe that this relationship is far from perfect, and then propose two new metrics that together with SAH almost completely explain the measured performance. Our observations shed light on the increasingly common situation that a supposedly good tree construction algorithm produces trees that are slower to trace than expected. We also note that the trees constructed using greedy top-down algorithms are consistently faster to trace than SAH indicates and are also more SIMD-friendly than competing approaches.

[1]  John Salmon,et al.  Automatic Creation of Object Hierarchies for Ray Tracing , 1987, IEEE Computer Graphics and Applications.

[2]  Vlastimil Havran,et al.  Heuristic ray shooting algorithms , 2000 .

[3]  Kelvin Ng,et al.  Automatic Bounding Volume Hierarchy Generation Using Stochastic Search Methods , 2003 .

[4]  Kellogg S. Booth,et al.  Heuristics for ray tracing using space subdivision , 1990, The Visual Computer.

[5]  A. Kensler Tree rotations for improving bounding volume hierarchies , 2008, 2008 IEEE Symposium on Interactive Ray Tracing.

[6]  B. Walter,et al.  Fast agglomerative clustering for rendering , 2008, 2008 IEEE Symposium on Interactive Ray Tracing.

[7]  Timo Aila,et al.  Understanding the efficiency of ray traversal on GPUs , 2009, High Performance Graphics.

[8]  Andreas Dietrich,et al.  Spatial splits in bounding volume hierarchies , 2009, High Performance Graphics.

[9]  Dinesh Manocha,et al.  Fast BVH Construction on GPUs , 2009, Comput. Graph. Forum.

[10]  Philipp Slusallek,et al.  Object partitioning considered harmful: space subdivision for BVHs , 2009, High Performance Graphics.

[11]  Samuli Laine,et al.  High performance graphics , 2010 .

[12]  Charles D. Hansen,et al.  RTSAH Traversal Order for Occlusion Rays , 2011, Comput. Graph. Forum.

[13]  Minjae Lee,et al.  SRDH: specializing BVH construction and traversal order using representative shadow ray sets , 2012, EGGH-HPG'12.

[14]  Vlastimil Havran,et al.  Visibility driven BVH build up algorithm for ray tracing , 2012, Comput. Graph..

[15]  Tero Karras,et al.  Maximizing parallelism in the construction of BVHs, octrees, and k-d trees , 2012, EGGH-HPG'12.

[16]  Timo Aila,et al.  Fast parallel construction of high-quality bounding volume hierarchies , 2013, HPG '13.

[17]  Vlastimil Havran,et al.  Fast Insertion‐Based Optimization of Bounding Volume Hierarchies , 2013, Comput. Graph. Forum.