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An example of a bounding volume hierarchy using rectangles as bounding volumes. A bounding volume hierarchy (BVH) is a tree structure on a set of geometric objects. All geometric objects, which form the leaf nodes of the tree, are wrapped in bounding volumes. These nodes are then grouped as small sets and enclosed within larger bounding volumes.
The choice of the type of bounding volume for a given application is determined by a variety of factors: the computational cost of computing a bounding volume for an object, the cost of updating it in applications in which the objects can move or change shape or size, the cost of determining intersections, and the desired precision of the intersection test.
To circumvent this, temporal coherence can be used to compute the changes in bounding volume geometry with fewer operations. Another approach is to use bounding spheres or other orientation independent bounding volumes. Sweep and prune is also known as sort and sweep, [1] referred to this way in David Baraff's Ph.D. thesis in 1992. [2]
A BVH is a tree of bounding volumes (often spheres, axis-aligned bounding boxes or oriented bounding boxes). At the bottom of the hierarchy, the size of the volume is just large enough to encompass a single object tightly (or possibly even some smaller fraction of an object in high resolution BVHs).
Bounding volume hierarchies (BVHs) are often used to subdivide the scene's space (examples are the BSP tree, the octree and the kd-tree). This allows visibility determination to be performed hierarchically: effectively, if a node in the tree is considered to be invisible , then all of its child nodes are also invisible, and no further ...
Bounding box programs are used to define bounding volumes used to accelerate ray tracing process within acceleration structures as kd-trees or bounding volume hierarchies Create material any hit and closest hit programs: these two programs determine a ray behavior when encountering its first intersection (closest hit) or a generic intersection ...
Enclosing groups of objects in sets of bounding volume hierarchies (BVH) decreases the amount of computations required for ray tracing. A cast ray is first tested for an intersection with the bounding volume, and then if there is an intersection, the volume is recursively divided until the ray hits the object. The best type of bounding volume ...
A volume rendered cadaver head using view-aligned texture mapping and diffuse reflection. Many 3D graphics systems use texture mapping to apply images, or textures, to geometric objects. Commodity PC graphics cards are fast at texturing and can efficiently render slices of a 3D volume, with real time interaction capabilities.