title: ÐÐ¾ÑÑÑÐ¾ÐµÐ½Ð¸Ðµ Ð¸ÐµÑÐ°ÑÑ Ð¸Ð¹ Ð¾Ð³ÑÐ°Ð½Ð¸ÑÐ¸Ð²Ð°ÑÑÐ¸Ñ Ð¾Ð±ÑÐµÐ¼Ð¾Ð² Ð´Ð»Ñ Ð°Ð»Ð³Ð¾ÑÐ¸ÑÐ¼Ð¾Ð² ÑÑÐ°ÑÑÐ¸ÑÐ¾Ð²ÐºÐ¸ Ð»ÑÑÐµÐ¹
title: Ð²ÑÐ¿ÑÑÐºÐ½Ð°Ñ ÐºÐ²Ð°Ð»Ð¸ÑÐ¸ÐºÐ°ÑÐ¸Ð¾Ð½Ð½Ð°Ñ ÑÐ°Ð±Ð¾ÑÐ° Ð±Ð°ÐºÐ°Ð»Ð°Ð²ÑÐ°
titleType: Subtitle
title: Constructing bounding volume hierarchies for ray tracing algorithms
Creators: name: ÐÐ°ÐºÑÐ¸Ð¼Ð¾Ð², ÐÐ³Ð¾Ñ
Publisher: name: Ð¡Ð°Ð½ÐºÑ-ÐÐµÑÐµÑÐ±ÑÑÐ³ÑÐºÐ¸Ð¹ Ð¿Ð¾Ð»Ð¸ÑÐµÑÐ½Ð¸ÑÐµÑÐºÐ¸Ð¹ ÑÐ½Ð¸Ð²ÐµÑÑÐ¸ÑÐµÑ ÐÐµÑÑÐ° ÐÐµÐ»Ð¸ÐºÐ¾Ð³Ð¾
Year: 2024
Subjects: ÐºÐ¾Ð¼Ð¿ÑÑÑÐµÑÐ½Ð°Ñ Ð³ÑÐ°ÑÐ¸ÐºÐ°
ÑÑÐ°ÑÑÐ¸ÑÐ¾Ð²ÐºÐ° Ð»ÑÑÐµÐ¹
ÑÑÑÑÐºÑÑÑÐ° ÑÑÐºÐ¾ÑÐµÐ½Ð¸Ñ
Ð¸ÐµÑÐ°ÑÑ Ð¸Ñ Ð¾Ð³ÑÐ°Ð½Ð¸ÑÐ¸Ð²Ð°ÑÑÐ¸Ñ Ð¾Ð±ÑÐµÐ¼Ð¾Ð²
computer graphics
ray tracing
acceleration structure
bounding volume hierarchy

description: ÐÐ°Ð½Ð½Ð°Ñ ÑÐ°Ð±Ð¾ÑÐ° Ð¿Ð¾ÑÐ²ÑÑÐµÐ½Ð° Ð¸ÑÑÐ»ÐµÐ´Ð¾Ð²Ð°Ð½Ð¸Ñ ÑÑÑÐµÑÑÐ²ÑÑÑÐ¸Ñ Ð°Ð»Ð³Ð¾ÑÐ¸ÑÐ¼Ð¾Ð² Ð¿Ð¾ÑÑÑÐ¾ÐµÐ½Ð¸Ñ Ð¸ÐµÑÐ°ÑÑÐ¸Ð¹ Ð¾Ð³ÑÐ°Ð½Ð¸ÑÐ¸Ð²Ð°ÑÑÐ¸Ñ Ð¾Ð±ÑÐµÐ¼Ð¾Ð² Ð¸ Ð¸Ñ Ð²Ð¾Ð·Ð¼Ð¾Ð¶Ð½ÑÑ ÑÐ°ÑÑÐ¸ÑÐµÐ½Ð¸Ð¹, ÑÐµÐ°Ð»Ð¸Ð·Ð°ÑÐ¸Ð¸ Ð¸ Ð¾Ð¿ÑÐ¸Ð¼Ð¸Ð·Ð°ÑÐ¸Ð¸ Ð²ÑÐ±ÑÐ°Ð½Ð½Ð¾Ð³Ð¾ Ð¿Ð¾Ð´ÑÐ¾Ð´Ð°, Ð° ÑÐ°ÐºÐ¶Ðµ ÑÑÐ°Ð²Ð½Ð¸ÑÐµÐ»ÑÐ½Ð¾Ð¼Ñ Ð°Ð½Ð°Ð»Ð¸Ð·Ñ ÑÐµÐ·ÑÐ»ÑÑÐ°ÑÐ¾Ð² Ð¿ÑÐ¾Ð¸Ð·Ð²Ð¾Ð´Ð¸ÑÐµÐ»ÑÐ½Ð¾ÑÑÐ¸ Ð°Ð»Ð³Ð¾ÑÐ¸ÑÐ¼Ð° Ð±ÑÐ¾ÑÐ°Ð½Ð¸Ñ Ð»ÑÑÐµÐ¹ Ð½Ð° Ð¿Ð¾ÑÑÑÐ¾ÐµÐ½Ð½Ð¾Ð¹ Ð¸ÐµÑÐ°ÑÑÐ¸Ð¸ Ñ Ð¸Ð·Ð½Ð°ÑÐ°Ð»ÑÐ½ÑÐ¼ Ð°Ð»Ð³Ð¾ÑÐ¸ÑÐ¼Ð¾Ð¼ Ð¸ Ð¸Ð¼ÐµÑÑÐ¸Ð¼Ð¸ÑÑ Ð½Ð° ÑÑÐ½ÐºÐµ ÑÐµÑÐµÐ½Ð¸ÑÐ¼Ð¸. Ð ÐºÐ°ÑÐµÑÑÐ²Ðµ Ð¾ÑÐ½Ð¾Ð²Ð½Ð¾Ð¹ Ð´ÐµÐ¼Ð¾Ð½ÑÑÑÐ°ÑÐ¸Ð¾Ð½Ð½Ð¾Ð¹ ÑÑÐµÐ½Ñ Ð±ÑÐ»Ð° Ð²ÑÐ±ÑÐ°Ð½Ð° Ð¼Ð¾Ð´ÐµÐ»Ñ Crytek Sponza, ÑÐ¸ÑÐ¾ÐºÐ¾ Ð¸ÑÐ¿Ð¾Ð»ÑÐ·ÑÐµÐ¼Ð°Ñ Ð² ÐºÐ¾Ð¼Ð¿ÑÑÑÐµÑÐ½Ð¾Ð¹ Ð³ÑÐ°ÑÐ¸ÐºÐµ Ð´Ð»Ñ Ð´ÐµÐ¼Ð¾Ð½ÑÑÑÐ°ÑÐ¸Ð¸ ÑÐ°Ð·Ð»Ð¸ÑÐ½ÑÑ Ð³ÑÐ°ÑÐ¸ÑÐµÑÐºÐ¸Ñ ÑÐµÑÐ½Ð¾Ð»Ð¾Ð³Ð¸Ð¹ Ð¸ Ð²Ð¾Ð·Ð¼Ð¾Ð¶Ð½Ð¾ÑÑÐµÐ¹, Ð½Ð¾ Ð´Ð»Ñ Ð¾Ð±ÑÐµÐºÑÐ¸Ð²Ð½Ð¾Ð¹ Ð¾ÑÐµÐ½ÐºÐ¸ ÑÐµÐ·ÑÐ»ÑÑÐ°ÑÐ¾Ð² Ð¿ÑÐ¸Ð²Ð¾Ð´ÑÑÑÑ ÑÐ°ÐºÐ¶Ðµ Ð¼ÐµÑÑÐ¸ÐºÐ¸ Ð´Ð»Ñ Ð´ÑÑÐ³Ð¸Ñ ÑÑÐµÑÐ¼ÐµÑÐ½ÑÑ Ð¼Ð¾Ð´ÐµÐ»ÐµÐ¹. ÐÑÑÐ¾Ð´Ð½ÑÐ¹ ÐºÐ¾Ð´ Ð¿ÑÐ¾ÐµÐºÑÐ° Ð½Ð°Ð¿Ð¸ÑÐ°Ð½ Ð½Ð° ÑÐ·ÑÐºÐµ C++ Ñ Ð¸ÑÐ¿Ð¾Ð»ÑÐ·Ð¾Ð²Ð°Ð½Ð¸ÐµÐ¼ Ð³ÑÐ°ÑÐ¸ÑÐµÑÐºÐ¾Ð³Ð¾ API DirectX 11 Ð² ÑÐ¾Ð²Ð¾ÐºÑÐ¿Ð½Ð¾ÑÑÐ¸ Ñ ÑÐ·ÑÐºÐ¾Ð¼ Ð¿ÑÐ¾Ð³ÑÐ°Ð¼Ð¼Ð¸ÑÐ¾Ð²Ð°Ð½Ð¸Ñ ÑÐµÐ¹Ð´ÐµÑÐ¾Ð² HLSL. ÐÐ°Ð¸Ð±Ð¾Ð»ÐµÐµ Ð·Ð½Ð°ÑÐ¸Ð¼ÑÐ¼ ÑÐµÐ·ÑÐ»ÑÑÐ°ÑÐ¾Ð¼ ÑÐ²Ð»ÑÐµÑÑÑ Ð½Ð¾Ð²ÑÐ¹ Ð°Ð»Ð³Ð¾ÑÐ¸ÑÐ¼ "SAHFS" Ð´Ð»Ñ Ð²ÑÑÐ°Ð²Ð¾Ðº Ð¿ÑÐ¸Ð¼Ð¸ÑÐ¸Ð²Ð¾Ð², Ð¸ÑÐ¿Ð¾Ð»ÑÐ·ÑÐµÐ¼ÑÐ¹ Ð½Ð° Ð¾Ð´Ð½Ð¾Ð¼ Ð¸Ð· ÑÑÐ°Ð¿Ð¾Ð² ÑÑÐ¾ÑÐ°ÑÑÐ¸ÑÐµÑÐºÐ¾Ð³Ð¾ Ð°Ð»Ð³Ð¾ÑÐ¸ÑÐ¼Ð° Ð¿Ð¾ÑÑÑÐ¾ÐµÐ½Ð¸Ñ Ð¸ÐµÑÐ°ÑÑÐ¸Ð¸ Ð¾Ð³ÑÐ°Ð½Ð¸ÑÐ¸Ð²Ð°ÑÑÐ¸Ñ Ð¾Ð±ÑÐµÐ¼Ð¾Ð². ÐÑÐµÐ´ÑÑÐ°Ð²Ð»ÐµÐ½Ð½ÑÐ¹ Ð¿Ð¾Ð´ÑÐ¾Ð´ Ð´ÐµÐ¼Ð¾Ð½ÑÑÑÐ¸ÑÑÐµÑ Ð¿ÑÐ¸ÑÐ¾ÑÑ Ð²Ð¿Ð»Ð¾ÑÑ Ð´Ð¾ 35% Ð¿Ð¾ ÑÐºÐ¾ÑÐ¾ÑÑÐ¸ Ð½Ð°ÑÐ¾Ð¶Ð´ÐµÐ½Ð¸Ñ Ð»Ð¸ÑÑÐ° Ð´Ð»Ñ Ð²ÑÑÐ°Ð²ÐºÐ¸ Ð¸ Ð¿ÑÐ¸ÑÐ¾ÑÑ Ð´Ð¾ 25% Ð² ÐºÐ°ÑÐµÑÑÐ²Ðµ ÑÐµÐ·ÑÐ»ÑÑÐ¸ÑÑÑÑÐµÐ¹ Ð¸ÐµÑÐ°ÑÑÐ¸Ð¸. ÐÑÐµ Ð¿ÑÐµÐ´Ð»Ð¾Ð¶ÐµÐ½Ð½ÑÐµ Ð¾Ð¿ÑÐ¸Ð¼Ð¸Ð·Ð°ÑÐ¸Ð¸ ÑÐ¾Ð¾ÑÐ²ÐµÑÑÑÐ²ÑÑÑ Ð¸Ð·Ð½Ð°ÑÐ°Ð»ÑÐ½Ð¾Ð¹ ÑÐµÐ»Ð¸ ÑÑÐ¾ÑÐ°ÑÑÐ¸ÑÐµÑÐºÐ¾Ð³Ð¾ Ð°Ð»Ð³Ð¾ÑÐ¸ÑÐ¼Ð°: ÑÑÐºÐ¾ÑÐµÐ½Ð¸Ñ Ð¸Ð¼ÐµÑÑÐ¸ÑÑÑ ÐºÐ°ÑÐµÑÑÐ²ÐµÐ½Ð½ÑÑ Ð°Ð»Ð³Ð¾ÑÐ¸ÑÐ¼Ð¾Ð² Ð¿Ð¾ÑÑÑÐ¾ÐµÐ½Ð¸Ñ BVH Ð±ÐµÐ· Ð·Ð½Ð°ÑÐ¸ÑÐµÐ»ÑÐ½ÑÑ Ð¿Ð¾ÑÐµÑÑ Ð² ÐºÐ°ÑÐµÑÑÐ²Ðµ. ÐÑÐ¾Ð³Ð¾Ð²ÑÐ¹ Ð°Ð»Ð³Ð¾ÑÐ¸ÑÐ¼ Ð¼Ð¾Ð¶ÐµÑ Ð±ÑÑÑ Ð¸ÑÐ¿Ð¾Ð»ÑÐ·Ð¾Ð²Ð°Ð½ Ð² Ð³ÑÐ°ÑÐ¸ÑÐµÑÐºÐ¸Ñ Ð¿ÑÐ¸Ð»Ð¾Ð¶ÐµÐ½Ð¸ÑÑ, Ð² ÑÐ¾Ð¼ ÑÐ¸ÑÐ»Ðµ, ÑÐµÐ°Ð»ÑÐ½Ð¾Ð³Ð¾ Ð²ÑÐµÐ¼ÐµÐ½Ð¸, Ð¸ÑÐ¿Ð¾Ð»ÑÐ·ÑÑÑÐ¸Ñ ÑÑÐ°ÑÑÐ¸ÑÐ¾Ð²ÐºÑ Ð»ÑÑÐµÐ¹.
description: This work is devoted to the study of existing algorithms for constructing bounding volume hierarchies and their possible extensions, implementation and optimization of the chosen approach, as well as a comparative analysis of the performance results of the ray casting algorithm on the constructed hierarchy with the original algorithm and solutions available on the market. The Crytek Sponza model, widely used in computer graphics to demonstrate various graphics technologies and capabilities, was chosen as the main demo scene, but metrics for other 3D models are also provided to objectively evaluate the results. The projectâs source code is written in C++ using the DirectX 11 graphics API in conjunction with the HLSL shader programming language. The most significant result is a new method, called "SAHFS for inserting primitives, used at one of the stages of the stochastic algorithm for constructing a bounding volume hierarchy. This approach demonstrates an increase of up to 35% in the speed of finding a leaf to insert and an increase of up to 25% in the quality of the resulting hierarchy. All proposed optimizations correspond to the original goal of the stochastic algorithm: speeding up existing high-quality top-down BVH construction algorithms without significant losses in quality. The resulting algorithm can be used in graphical applications, including real-time, that use ray tracing.