Fast and Dynamic Construction of Bounding Volume Hierarchies Based on Loose Octrees
Gu, Feng, Johannes Jendersie, Thorsten Grosch · Eurographics · 2018
Many fast methods for constructing BVHs on the GPU only use the centroids of primitive bounding boxes and ignore the actual spatial extent of each primitive. We present a fast new way and a memory-efficient implementation to build a BVH from a loose octree for real-time ray tracing on fully dynamic scenes. Our memory-efficient implementation is an in-place method and generalizes the state-of-the-art parallel construction for LBVH to build the BVH from nodes of different levels.