Lecture_011_Geometric_Queries

Exact Floating Point

Bounding Volume Hierarchy

To know how exactly we should split the scene, we need some assumption:

Theorem: for convex object A inside convex object B, the probability that a random ray that hits B also hits A is given by the ratio of the surface area S_A and S_B of these objects.

Pr\{\text{hit } A | \text{hit } B\} = \frac{S_A}{S_B}

Therefore, given a split, we can compute the cost of using this split:

C_{cost} = C_{travel} + C_{intersect}(\frac{S_A}{S_N} N_A + \frac{S_B}{S_N} N_B)

Where

The Surface Area Heuristic (https://medium.com/@bromanz/how-to-create-awesome-accelerators-the-surface-area-heuristic-e14b5dec6160)

The Surface Area Heuristic (https://medium.com/@bromanz/how-to-create-awesome-accelerators-the-surface-area-heuristic-e14b5dec6160)

The original paper by Nvidia is published Here. And pbr-book has a good explanation with code.

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