Meister, DanielOgaki, ShinjiBenthin, CarstenDoyle, Michael J.Guthe, MichaelBittner, JiríBühler, Katja and Rushmeier, Holly2021-04-092021-04-0920211467-8659https://doi.org/10.1111/cgf.142662https://diglib.eg.org:443/handle/10.1111/cgf142662Ray tracing is an inherent part of photorealistic image synthesis algorithms. The problem of ray tracing is to find the nearest intersection with a given ray and scene. Although this geometric operation is relatively simple, in practice, we have to evaluate billions of such operations as the scene consists of millions of primitives, and the image synthesis algorithms require a high number of samples to provide a plausible result. Thus, scene primitives are commonly arranged in spatial data structures to accelerate the search. In the last two decades, the bounding volume hierarchy (BVH) has become the de facto standard acceleration data structure for ray tracing-based rendering algorithms in offline and recently also in real-time applications. In this report, we review the basic principles of bounding volume hierarchies as well as advanced state of the art methods with a focus on the construction and traversal. Furthermore, we discuss industrial frameworks, specialized hardware architectures, other applications of bounding volume hierarchies, best practices, and related open problems.Computing methodologiesRay tracingVisibilityMassively parallel algorithmsTheory of computationComputational geometryMassively parallel algorithmsSorting and searchingA Survey on Bounding Volume Hierarchies for Ray Tracing10.1111/cgf.142662683-712