Surface–Surface-Intersection Computation Using a Bounding Volume Hierarchy with Osculating Toroidal Patches in the Leaf Nodes

2020 ◽  
Vol 127 ◽  
pp. 102866
Author(s):  
Youngjin Park ◽  
Sang-Hyun Son ◽  
Myung-Soo Kim ◽  
Gershon Elber
2010 ◽  
Vol 42 (1) ◽  
pp. 50-57 ◽  
Author(s):  
Jung-Woo Chang ◽  
Wenping Wang ◽  
Myung-Soo Kim

2014 ◽  
Vol 596 ◽  
pp. 370-373
Author(s):  
Li Xu ◽  
Mao Zhen Liu

: The real-time rendering of 3D scene need excellent algorithm to support scene management. After considering the algorithm complexity and scene scale factors, combining the advantages of Bounding Volume Hierarchy (BVH) and rendering tree in scene management, this paper puts forward a kind of scene organize algorithm, to solve the problem of render states redundant calculation when using BVH technology to solve the problem of deformable collision detection, by choosing the appropriate strategy of Hierarchy Bounding Volume tree construction and optimizing rendering tree of the scene. Experiments prove the proposed algorithm can effectively improve the rendering efficiency of 3D scene, enhance the visual effect.


Author(s):  
Jorge R. Martins ◽  
Vasco S. Costa ◽  
João M. Pereira

Rendering human hair can be a hard task because of the required high super-sampling rate to render thin hair fibers without noticeable aliasing. Additionally, the current state-of-the-art bounding volume hierarchies (BVHs) are not suitable to hair rendering. In fact, the axis-aligned bounding boxes (AABBs) do not tightly bind hair primitives which impacts negatively the intersection tests activity. Both limitations can degrade severely the rendering performance so described in this article, a cone tracing GPU approach coupled with a hybrid bounding volume hierarchy to tackle these problems. The hybrid BVH makes use of both oriented and axis aligned bounding boxes. It is shown that the experiment is able to drastically reduce the super-sampling required to produce aliasing free images while minimizing the number of intersection tests and achieving speedups of up to 4, depending on the scene.


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