BVH, for which performance highly depends on the
geometric model. Since CDT for ray-tracing is a re-
cent method, we expect that similar heuristics exists.
REFERENCES
Aila, T. and Laine, S. (2009). Understanding the Efficiency
of Ray Traversal on GPUs. In High-Performance
Graphics, HPG ’09, pages 145–149.
Aila, T., Laine, S., and Karras, T. (2012). Understanding
the efficiency of ray traversal on GPUs – Kepler and
Fermi addendum. Technical report, NVIDIA Corp.
Bentley, J. L. (1975). Multidimensional Binary Search
Trees Used for Associative Searching. Communica-
tions of the ACM, 18(9):509–517.
Chew, L. P. (1989). Constrained Delaunay triangulations.
Algorithmica, 4:97–108.
Delaunay, B. (1934). Sur la sph`ere vide.
`
A la m´emoire de
Georges Vorono¨ı. Bulletin de l’Acad´emie des Sciences
de l’URSS, (6):793–800.
Devillers, O. and Pion, S. (2003). Efficient Exact Ge-
ometric Predicates for Delaunay Triangulations. In
5th Workshop on Algorithm Engineering and Exper-
iments, ALENEX ’03, pages 37–44.
Edelsbrunner, H. and Tan, T. S. (1992). An upper bound
for conforming delaunay triangulations. In 8th An-
nual Symposium on Computational Geometry, SCG
’92, pages 53–62.
Ernst, M. and Greiner, G. (2007). Early Split Clipping for
Bounding Volume Hierarchies. In IEEE Symposium
on Interactive Ray Tracing, RT ’07, pages 73–78.
Foley, T. and Sugerman, J. (2005). KD-tree Accelera-
tion Structures for a GPU Raytracer. In ACM SIG-
GRAPH/EUROGRAPHICS conference on Graphics
Hardware, HWWS ’05, pages 15–22.
Fortune, S. (1999). Topological Beam Tracing. In 15th An-
nual Symposium on Computational Geometry, SCG
’99, pages 59–68.
Fujimoto, A., Tanaka, T., and Iwata, K. (1986). ARTS:
Accelerated Ray-Tracing System. IEEE Computer
Graphics and Applications, 6(4):16–26.
Garrity, M. P. (1990). Raytracing Irregular Volume Data.
ACM SIGGRAPH Computer Graphics, 24(5):35–40.
G¨unther, J., Popov, S., Seidel, H.-P., and Slusallek, P.
(2007). Realtime Ray Tracing on GPU with BVH-
based Packet Traversal. In IEEE Symposium on Inter-
active Ray Tracing 2007, RT ’07, pages 113–118.
Havran, V. (2000). Heuristic Ray Shooting Algorithms.
PhD thesis, Department of Computer Science and En-
gineering, Faculty of Electrical Engineering, Czech
Technical University in Prague.
Kalojanov, J., Billeter, M., and Slusallek, P. (2011). Two-
Level Grids for Ray Tracing on GPUs. Computer
Graphics Forum, 30(2):307–314.
Kay, T. L. and Kajiya, J. T. (1986). Ray Tracing Com-
plex Scenes. ACM SIGGRAPH Computer Graphics,
20(4):269–278.
Lagae, A. and Dutr´e, P. (2008). Accelerating Ray Trac-
ing using Constrained Tetrahedralizations. Computer
Graphics Forum, (4):1303–1312.
MacDonald, D. J. and Booth, K. S. (1990). Heuristics for
Ray Tracing Using Space Subdivision. The Visual
Computer, 6(3):153–166.
Mahovsky, J. and Wyvill, B. (2006). Memory-Conserving
Bounding Volume Hierarchies with Coherent Raytrac-
ing. Computer Graphics Forum, 25(2):173–182.
Maria, M., Horna, S., and Aveneau, L. (2017). Constrained
Convex Space Partition for Ray Tracing in Architec-
tural Environments. Computer Graphics Forum.
Marmitt, G. and Slusallek, P. (2006). Fast Ray Traversal
of Tetrahedral and Hexahedral Meshes for Direct Vol-
ume Rendering. In 8th Joint EG / IEEE VGTC Confer-
ence on Visualization, EUROVIS ’06, pages 235–242.
Miller, G. L., Talmor, D., Teng, S.-H., Walkington, N.,
and Wang, H. (1996). Control Volume Meshes using
Sphere Packing: Generation, Refinement and Coars-
ening. In 5th International Meshing Roundtable, IMR
’96, pages 47–62.
Platis, N. and Theoharis, T. (2003). Fast Ray-Tetrahedron
Intersection Using Plucker Coordinates. Journal of
Graphics Tools, 8(4):37–48.
Purcell, T. J., Buck, I., Mark, W. R., and Hanrahan,
P. (2002). Ray Tracing on Programmable Graph-
ics Hardware. ACM Transactions on Graphics,
21(3):703–712.
Reshetov, A., Soupikov, A., and Hurley, J. (2005). Multi-
level Ray Tracing Algorithm. ACM Transactions on
Graphics, 24(3):1176–1185.
Rubin, S. M. and Whitted, T. (1980). A 3-dimensional rep-
resentation for fast rendering of complex scenes. ACM
SIGGRAPH Computer Graphics, 14(3):110–116.
Shewchuk, J. R. (1996). Adaptive precision floating-point
arithmetic and fast robust geometric predicates. Dis-
crete & Computational Geometry, 18:305–363.
Shewchuk, J. R. (1998). Tetrahedral Mesh Generation by
Delaunay Refinement. In 14th Annual Symposium on
Computational Geometry, SCG ’98, pages 86–95.
Shoemake, K. (1998). Pl¨ucker coordinate tutorial. Ray
Tracing News, 11:20–25.
Si, H. (2006). On Refinement of Constrained Delaunay
Tetrahedralizations. In 15th International Meshing
Roundtable, IMR ’06, pages 509–528.
Si, H. (2015). TetGen, a Delaunay-Based Quality Tetrahe-
dral Mesh Generator. ACM Transactions on Mathe-
matical Software, 41(2).
Wald, I., Slusallek, P., Benthin, C., and Wagner, M. (2001).
Interactive Rendering with Coherent Ray Tracing.
Computer Graphics Forum, 20(3):153–165.
Zhou, Q., Grinspun, E., Zorin, D., and Jacobson, A. (2016).
Mesh Arrangements for Solid Geometry. ACM Trans-
actions on Graphics, 35(4).