Game Development Reference
Besides the partition issue, the memory consumption could be optimized by
decreasing or removing the empty space on the structure. However, doing this
might lead to having an extra look-up table or to a lack of simple arithmetic
operations to traverse the tree. We are currently looking for ways to remove the
empty nodes in the SLBVH while retaining the simple stackless traversal scheme.
We have also shown a very simple way to extend the framework to do global
illumination. Although naive, this implementation could also serve as a starting
point to create more optimized global illumination algorithms.
Even though the SLBVH was used on a ray-tracing environment, the data
structure may be used in other, more generic geometric search problems where
performance relies on eciently traversing a uniform set of data tokens repre-
sented in a heap. For instance, fast geometric search algorithms are widely used
in video games for collision detection and scene culling.
The authors would like to thank the Stanford Computer Graphics Laboratory
for the Happy Buddha and the Stanford Bunny models, the Bangor University
for the Welsh Dragon model (released for Eurographics 2011), and Crytek for its
modified version of the Sponza model.
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Realistic Ray Tracing Kernels.” Intel Software , http://software.intel.com/
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