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Abstract:

This article explores advanced techniques for Bounding Volume Hierarchy (BVH) construction to optimize ray tracing performance in games. It re-evaluates methods such as full-sweep SAH, binned construction, H-PLOC, spatial splits, and reinsertion-based BVH optimization. Key findings demonstrate that spatial splits significantly improve BVH quality for typical game scenes. Crucially, the optimal bin count used during BVH construction varies by scene and profoundly impacts performance, often challenging the assumption that more bins are always better or that full-sweep yields the highest quality. The study introduces and validates a Representative Ray Set (RRS) as a superior metric for assessing and optimizing BVHs, particularly for GPU ray tracing, where it correlates more closely with actual performance than the traditional Surface Area Heuristic (SAH). The research concludes that a strategic combination of these techniques can achieve substantial performance gains, suggesting a re-evaluation of offline BVH construction for static game geometry.

BVH Quality: Beyond SBVH - Key Takeaways

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