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    The Minimal Bounding Volume Hierarchy
    (The Eurographics Association, 2010) Bauszat, Pablo; Eisemann, Martin; Magnor, Marcus; Reinhard Koch and Andreas Kolb and Christof Rezk-Salama
    Bounding volume hierarchies (BVH) are a commonly used method for speeding up ray tracing. Even though the memory footprint of a BVH is relatively low compared to other acceleration data structures, they still can consume a large amount of memory for complex scenes and exceed the memory bounds of the host system. This can lead to a tremendous performance decrease on the order of several magnitudes. In this paper we present a novel scheme for construction and storage of BVHs that can reduce the memory consumption to less than 1% of a standard BVH. We show that our representation, which uses only 2 bits per node, is the smallest possible representation on a per node basis that does not produce empty space deadlocks. Our data structure, called the Minimal Bounding Volume Hierarchy (MVH) reduces the memory requirements in two important ways: using implicit indexing and preset surface reduction factors. Obviously, this scheme has a non-negligible computational overhead, but this overhead can be compensated to a large degree by shooting larger ray bundles instead of single rays, using a simpler intersection scheme and a two-level representation of the hierarchy. These measure enable interactive ray tracing performance without the necessity to rely on out-of-core techniques that would be inevitable for a standard BVH.
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    ZIPMAPS: Zoom-Into-Parts Texture Maps
    (The Eurographics Association, 2010) Eisemann, Martin; Magnor, Marcus; Reinhard Koch and Andreas Kolb and Christof Rezk-Salama
    In this paper, we propose a method for rendering highly detailed close-up views of arbitrary textured surfaces. Our hierarchical texture representation can easily be rendered in real-time, enabling zooming into specific texture regions to almost arbitrary magnification. To augment the texture map locally with high-resolution information, we describe how to automatically, seamlessly merge unregistered images of different scales. Our method is useful wherever close-up renderings of specific regions shall be provided, without the need for excessively large texture maps.