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Bonsai: Rapid Bounding Volume Hierarchy Generation using ...

Journal of Computer Graphics TechniquesVol. 4, No. 3, 2015 : Rapid Bounding Volume HierarchyGeneration using Mini TreesP. Ganestam1,2, R. Barringer2, M. Doggett2, and T. Akenine-M ller1,21 Intel Corporation2 Lund UniversityFigure San-Miguel scene (7,842,744 triangles) overlaid with a visualization of itsBonsai Bounding Volume Hierarchy (BVH). The Bonsai BVH of San-Miguel is constructed in478 ms using a GHz quad core laptop CPU (Intel 4950HQ) and rendering performance is107% improved compared to the rendering performance of the same scene using a BVH builtwith the sweep SAH present an algorithm, called Bonsai, for rapidly building Bounding Volume hier-archies for ray tracing.

Bonsai bounding volume hierarchy (BVH). The Bonsai BVH of San-Miguel is constructed in 478 ms using a 2.6 GHz quad core laptop CPU (Intel 4950HQ) and rendering performance is 107% improved compared to the rendering performance of the same scene using …

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Transcription of Bonsai: Rapid Bounding Volume Hierarchy Generation using ...

1 Journal of Computer Graphics TechniquesVol. 4, No. 3, 2015 : Rapid Bounding Volume HierarchyGeneration using Mini TreesP. Ganestam1,2, R. Barringer2, M. Doggett2, and T. Akenine-M ller1,21 Intel Corporation2 Lund UniversityFigure San-Miguel scene (7,842,744 triangles) overlaid with a visualization of itsBonsai Bounding Volume Hierarchy (BVH). The Bonsai BVH of San-Miguel is constructed in478 ms using a GHz quad core laptop CPU (Intel 4950HQ) and rendering performance is107% improved compared to the rendering performance of the same scene using a BVH builtwith the sweep SAH present an algorithm, called Bonsai, for rapidly building Bounding Volume hier-archies for ray tracing.

2 Our method starts by computing midpoints of the trianglebounding boxes and then performs a rough hierarchical top-down split using the mid-points, creating triangle groups with tight Bounding boxes. For each triangle group,a mini tree is built using an improved sweep SAH method. Once all mini trees havebeen built, we use them as leaves when building the top tree of the Bounding volumehierarchy. We also introduce a novel and inexpensive optimization technique, calledmini-tree pruning, that can be used to detect and improve poorly built parts of thetree. We achieve a little better than 100% in ray-tracing performance compared toa ground truth greedy top-down sweep SAH method, and our build times are thelowest we have seen with comparable tree 2331-7418 Journal of Computer Graphics TechniquesBonsai: Rapid Bounding Volume Hierarchy Generation using Mini TreesVol.

3 4, No. 3, 2015 IntroductionIn order to ray trace [Whitted 1980] a scene with path tracing [Kajiya 1986], for exam-ple, a spatial acceleration data structure [Kay and Kajiya 1986;Pharr and Humphreys2010] needs to be built. The task of this structure is to speed up the determination ofwhat a ray intersects in a three-dimensional scene. One of the most popular spatialacceleration data structures is the Bounding Volume Hierarchy (BVH). For animatedscenes, the entire BVH, or parts of it, needs to be rebuilt every frame, and therefore,the BVH Generation needs to be fast. However, it is also important that the gener-ated trees are of high quality so the subsequent ray-tracing process becomes as fast , greedy sweep surface area heuristic (SAH) methods [MacDonald andBooth 1990], simply abbreviatedsweepSAH here, are known to generate high-qualitytrees.

4 We present a highly efficient implementation of the sweep SAH method anduse that as a building block in our new algorithm for generating BVHs. Our algorithmis surprisingly simple, parallelizes well, and is easy to implement. As we will showin our results, our BVHs can be built faster than binning SAH methods [Wald 2007],and our tree quality is better in that the subsequent ray tracing is Sections2 and3 we review previous work and BVH Generation background. InSection4, we present our implementation of the sweep SAH method with some extraoptimizations, followed by our novel BVH Generation algorithm.

5 Implementationdetails are described in Section6 and results are presented in Section7. Finally, weoffer some Previous WorkAn important component of light transport simulation performance is the time it takesa ray to find the surface intersection. Tremendous gains in ray-tracing performancehave been achieved through improved traversal algorithms and improved data struc-tures. One of the first uses of hierarchical storage was presented by Clark [1976], whoused them to improve the determination of visible surfaces. Later Rubin and Whit-ted [1980] developed this idea using parallelepipeds for ray tracing.

6 To ensure that thebest Hierarchy was constructed, Goldsmith and Salmon [1987] presented the surfacearea heuristic (SAH) that computes the surface area for new nodes to find the bestpotential split of a Bounding Volume . MacDonald and Booth [1990] later formalizedSAH. Walter et al. [2008] used SAH to build trees using a bottom-up, node-mergingapproach, but this approach requires long execution times. Recently, Gu et al. [2013]demonstrated a real-time, multi-threaded CPU approximation to Walter et al. s ag-glomerative clustering algorithm. While showing impressive results, we show in ourresults, using their provided source code, that our top-down algorithm running on amulti-threaded CPU can build and trace scenes of Computer Graphics TechniquesBonsai: Rapid Bounding Volume Hierarchy Generation using Mini TreesVol.

7 4, No. 3, 2015 et al. [2013] extended the SAH metric by proposing additional quality met-rics for tree construction and, hence, improved ways to measure ray-tracing perfor-mance. They introduced two terms the first term accounted for the fact that manyrays start or terminate inside the scene, whereas SAH assumes they do not. Theycalled the first term end-point overlap (EPO); it takes into account the area of thesurfaces within each node. Second, they showed how to model SIMD performanceby taking into account the number of leaf nodes intersected by a ray, using their leaf-count variability (LCV) term.

8 LCV is computed as ray tracing is performed, whichmakes it a good measure for explaining performance, but impractical for BVH construction of BVHs typically follows a top-down approach where a bound-ing Volume of the entire object is split into two child volumes. These child volumesare recursively split, and before splitting, the SAH is used to estimate the cost of eachpotential split. While this type of exhaustive search can generate trees with very lowSAH cost, it can take a very long time, so faster methods are often used. A popularapproximation is binned SAH [Wald 2007; Wald 2012], which limits the number ofpotential split planes to a fixed further improve performance and utilize the parallel capacity of GPUs, Lauter-bach et al.

9 [2009] presented a technique called linear BVH (LBVH), which con-structed a BVH by first generating a Morton code for each primitive, then usinga parallel GPU algorithm to sort them, and finally recursively bucketing primitivesbased on the bits in their Morton codes. HLBVH [Pantaleoni and Luebke 2010]improved this technique by using a two-level hierarchical sort that used the upperbits of the Morton code to do an initial sort. Pantaleone et al. [2010] used a similartwo-level build approach in their stream-based out-of-core BVH construction algo-rithm.

10 Garanzha et al. [2011a] simplified the bookkeeping for the HLBVH algorithmand used work queues and binary search. Karras [2012] improved parallel construc-tion time of this group of algorithms by creating node indices and keys using a bi-nary radix tree that allowed creation of connections between parent and child related hierarchical GPU-based approach is presented by Garanzha et al. [2011b].In their work, a hierarchical grid is computed over the scene and used to construct theBVH using splitting is an important technique to handle difficult scenes with a widevariety of triangle sizes.


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