DOBB-BVH: Efficient Ray Traversal by Transforming Wide BVHs into Oriented Bounding Box Trees using Discrete Rotations

dc.contributor.authorKern, Michael A.en_US
dc.contributor.authorGalvan, Alainen_US
dc.contributor.authorOldcorn, David R.en_US
dc.contributor.authorSkinner, Danielen_US
dc.contributor.authorMehalwal, Rohanen_US
dc.contributor.authorLozano, Leo Reyesen_US
dc.contributor.authorChajdas, Matthäus G.en_US
dc.contributor.editorKnoll, Aaronen_US
dc.contributor.editorPeters, Christophen_US
dc.date.accessioned2025-06-20T07:33:06Z
dc.date.available2025-06-20T07:33:06Z
dc.date.issued2025
dc.description.abstractOriented bounding box (OBB) bounding volume hierarchies offer a more precise fit than axis-aligned bounding box hierarchies in scenarios with thin elongated and arbitrarily rotated geometry, enhancing intersection test performance in ray tracing. However, determining optimally oriented bounding boxes can be computationally expensive and have high memory requirements. Recent research has shown that pre-built hierarchies can be efficiently converted to OBB hierarchies on the GPU in a bottom-up pass, yielding significant ray tracing traversal improvements. In this paper, we introduce a novel OBB construction technique where all internal node children share a consistent OBB transform, chosen from a fixed set of discrete quantized rotations. This allows for efficient encoding and reduces the computational complexity of OBB transformations. We further extend our approach to hierarchies with multiple children per node by leveraging Discrete Orientation Polytopes (k-DOPs), demonstrating improvements in traversal performance while limiting the build time impact for real-time applications. Our method is applied as a post-processing step, integrating seamlessly into existing hierarchy construction pipelines. Despite a 12.6% increase in build time, our experimental results demonstrate an average improvement of 18.5% in primary, 32.4% in secondary rays, and maximum gain of 65% in ray intersection performance, highlighting its potential for advancing real-time applications.en_US
dc.description.number8
dc.description.sectionheadersBounding Volume Hierarchies
dc.description.seriesinformationComputer Graphics Forum
dc.description.volume44
dc.identifier.doi10.1111/cgf.70220
dc.identifier.issn1467-8659
dc.identifier.pages10 pages
dc.identifier.urihttps://doi.org/10.1111/cgf.70220
dc.identifier.urihttps://diglib.eg.org/handle/10.1111/cgf70220
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Computing methodologies → Ray Tracing; Massively parallel algorithms
dc.subjectComputing methodologies → Ray Tracing
dc.subjectMassively parallel algorithms
dc.titleDOBB-BVH: Efficient Ray Traversal by Transforming Wide BVHs into Oriented Bounding Box Trees using Discrete Rotationsen_US
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