Gruenschloß, LeonhardStich, MartinNawaz, SeheraKeller, AlexanderCarsten Dachsbacher and William Mark and Jacopo Pantaleoni2016-02-182016-02-182011978-1-4503-0896-02079-8687https://doi.org/10.1145/2018323.2018334When a bounding volume hierarchy is used for accelerating the intersection of rays and scene geometry, one common way to incorporate motion blur is to interpolate node bounding volumes according to the time of the ray. However, such hierarchies typically exhibit large overlap between bounding volumes, which results in an inefficient traversal. This work builds upon the concept of spatially partitioning nodes during tree construction in order to reduce overlap in the presence of moving objects. The resulting hierarchies are often significantly cheaper to traverse than those generated by classic approaches.I.3.7 [Computing Methodologies]ComputerGraphics Three Dimensional Graphics and RealismRay tracingbounding volume hierarchiesmotionblur.MSBVH: An Efficient Acceleration Data Structure for Ray Traced Motion Blur10.1145/2018323.201833465-70