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The Visual Computer

, Volume 27, Issue 6–8, pp 697–706 | Cite as

Grid-based SAH BVH construction on a GPU

  • Kirill Garanzha
  • Simon Premože
  • Alexander Bely
  • Vladimir Galaktionov
Original Article

Abstract

We present an efficient algorithm for building an adaptive bounding volume hierarchy (BVH) in linear time on commodity graphics hardware using CUDA. BVHs are widely used as an acceleration data structure to quickly ray trace animated polygonal scenes. We accelerate the construction process with auxiliary grids that help us build high quality BVHs with SAH in O(kn). We partition scene triangles and build a temporary grid structure only once. We also handle non-uniformly tessellated and long/thin triangles that we split into several triangle references with tight bounding box approximations. We make no assumptions on the type of geometry or animation motion. However, our algorithm takes advantage of coherent geometry layout and coherent frame-by-frame motion. We demonstrate the performance and quality of resulting BVHs that are built quickly with good spatial partitioning.

Keywords

GPU Ray tracing Acceleration structure Triangle subdivision SAH Surface area heuristic BVH Bounding volume hierarchy 

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Copyright information

© Springer-Verlag 2011

Authors and Affiliations

  • Kirill Garanzha
    • 1
    • 2
  • Simon Premože
    • 3
  • Alexander Bely
    • 4
  • Vladimir Galaktionov
    • 1
  1. 1.Keldysh Institute of Applied MathematicsMoscowRussia
  2. 2.NVIDIAMoscowRussia
  3. 3.Santa MonicaUSA
  4. 4.Capital Research and FUGUMoscowRussia

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