Game Development Reference
In-Depth Information
1
VI
Bit-Trail Traversal for Stackless
LBVH on DirectCompute
Sergio Murgu ıa, Francisco Avila,
Leo Reyes, and Arturo Garc ıa
1.1
Introduction
Rendering dynamic scenes with ray tracing is a major challenge on current hard-
ware and software implementations. Fast construction algorithms are usually
needed to rebuild acceleration structures from scratch on each frame in current
state-of-the-art implementations. However, thesealgorithmstendtohavepoor
traversal performance.
This article describes an improvement to the stackless linear bounding vol-
ume hierarchy (SLBVH) presented in [Murguia et al. 11], which is a new way
for traversing and constructing a linear bounding volume hierarchy (LBVH). The
SLBVH enables dynamic scenes relying on a fast construction algorithm while
maintaining traversal performance for real-time ray tracing. Furthermore, a naive
Monte Carlo algorithm allows the framework to produce high-quality global illu-
mination effects.
The current implementation is the continuation of the chapter “Interactive
Ray Tracing Using the Compute Shader on DirectX 11” published in GPU Pro
3 [Garcia et al. 12]. The core of this new chapter is the heap-based structure.
The main contributions of the article are
1. a tutorial on how to implement a SLBVH running solely on the GPU using
DirectCompute and DirectX 11;
2. a stackless binary heap as an LBVH, reducing memory accesses while main-
taining traversal performance;
3. four arithmetic operations that compute the left, right, parent, and next-
to-visit nodes (which depend on the direction of the ray);
 
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