Cache efficient layouts of BVH back

(L) [2006/08/21] [playmesumch00ns] [Cache efficient layouts of BVH] Wayback!

Has anyone tried implementing the techniques described in the paper "Cache-Efficient Layouts of Bounding Volume Hierarchies" [LINK http://gamma.cs.unc.edu/COLBVH/]


They report impressive results. I'd be interested to know other peoples' experience implementing these algorithms for kd/bvh and mesh layout
(L) [2006/08/21] [Phantom] [Cache efficient layouts of BVH] Wayback!

Initially I was very interested, but I gave it a quick read and:


- For this algorithm to work, a kd-tree node must be stored with a left and right child pointer (a total of 16 bytes per node);

- They claim to have implemented Wald's tracer ('04), but they report render times of hundreds of seconds for a 28M triangle model (though this includes rays for a single reflecting plane and a single light source);

- The observed 2600% gain is a best case and includes reduced disk I/O;

- For scenes that fit in L1/L2 gains are minimal.


This is not going to help the realtime ray tracers, as it looks now.
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