SideFX Houdini 21.0 is using TinyBVH.
www.sidefx.com/docs/houdini...
www.sidefx.com/docs/hdk/_c_...
Not sure what it is used for precisely, but it's pretty cool nevertheless!
SideFX Houdini 21.0 is using TinyBVH.
www.sidefx.com/docs/houdini...
www.sidefx.com/docs/hdk/_c_...
Not sure what it is used for precisely, but it's pretty cool nevertheless!
pcper.com/2008/06/ray-...
It details the story of nine students (Karim, Wussie, Rick, Jan, Rutger, Trevor, Mathijs, Roel, Wilco) who worked in various roles on CPU-ray traced games using the Arauna engine.
pcper.com/2008/06/ray-...
It details the story of nine students (Karim, Wussie, Rick, Jan, Rutger, Trevor, Mathijs, Roel, Wilco) who worked in various roles on CPU-ray traced games using the Arauna engine.
Florent Le Moël sends word that Python bindings for TinyBVH are now available.
Check out the repo:
github.com/FlorentLM/py...
Great stuff!
Florent Le Moël sends word that Python bindings for TinyBVH are now available.
Check out the repo:
github.com/FlorentLM/py...
Great stuff!
Ok, back to ray tracing. :)
Ok, back to ray tracing. :)
I figured... that should be easy to do in TinyBVH. :) So now TinyBVH can do voxel meshes. Attached video: CPU-only, switching between BVH and voxels.
Code in tiny_bvh_foliage.cpp: github.com/jbikker/tiny...
I figured... that should be easy to do in TinyBVH. :) So now TinyBVH can do voxel meshes. Attached video: CPU-only, switching between BVH and voxels.
Code in tiny_bvh_foliage.cpp: github.com/jbikker/tiny...
github.com/jbikker/tiny...
github.com/jbikker/tiny...
* Minimal OpenGL / compute shader traversal example
* OpenCL TLAS/BLAS 'tinyscene' demo (see video).
Example 2 uses Lighthouse 2 scene data with materials and full GLTF animation.
github.com/jbikker/tiny...
* Minimal OpenGL / compute shader traversal example
* OpenCL TLAS/BLAS 'tinyscene' demo (see video).
Example 2 uses Lighthouse 2 scene data with materials and full GLTF animation.
github.com/jbikker/tiny...
The article describes how to improve beyond SBVH quality, often significantly. Results are compared to full-sweep, binned SAH and the H-PLOC.
In short: Off-line BVH construction can double ray tracing performance.
jacco.ompf2.com/2025/05/20/b...
The article describes how to improve beyond SBVH quality, often significantly. Results are compared to full-sweep, binned SAH and the H-PLOC.
In short: Off-line BVH construction can double ray tracing performance.
jacco.ompf2.com/2025/05/20/b...
The optimal SBVH for the Bistro scene is obtained when using 121 split planes. The SAH cost of this tree is 54.36, the average ray cost is 29.974. TinyBVH by default uses 8 bins, with an SAH of 56.8 and a ray cost of 31.99. So, the higher bin count yields a 6.7% better BVH.
The optimal SBVH for the Bistro scene is obtained when using 121 split planes. The SAH cost of this tree is 54.36, the average ray cost is 29.974. TinyBVH by default uses 8 bins, with an SAH of 56.8 and a ray cost of 31.99. So, the higher bin count yields a 6.7% better BVH.
Two observations:
1. You can optimize a BVH, using "Fast Insertion-Based Optimization".
2. "Spatial Splits" (SBVH) beats an optimized BVH, narrowly.
Two challenges:
1. SBVH practically must use binning
2. SBVH doesn't benefit from optimization.
Now what?
Two observations:
1. You can optimize a BVH, using "Fast Insertion-Based Optimization".
2. "Spatial Splits" (SBVH) beats an optimized BVH, narrowly.
Two challenges:
1. SBVH practically must use binning
2. SBVH doesn't benefit from optimization.
Now what?
Our students used path tracing, BVHs, reprojection, blue noise, post-processing, importance sampling, MIP-mapping, bilinear interpolation and tons of other ingredients to build a CPU ray tracer + game. Behold, the gamedevs of 2028!
Our students used path tracing, BVHs, reprojection, blue noise, post-processing, importance sampling, MIP-mapping, bilinear interpolation and tons of other ingredients to build a CPU ray tracer + game. Behold, the gamedevs of 2028!
Also check the gorgeous photo mode!
Also check the gorgeous photo mode!
The engine uses TinyBVH for software raytracing on the GPU.
The engine uses TinyBVH for software raytracing on the GPU.
Schied et al.'s "Spatiotemporal Variance-Guided Filtering".
More information about the student competition can be found on the website: highperformancegraphics.org/2025/student...
Schied et al.'s "Spatiotemporal Variance-Guided Filtering".
More information about the student competition can be found on the website: highperformancegraphics.org/2025/student...
Profiling on Windows verus Linux. Don't look at the actual numbers, these are different CPUs (i3-7100 versus a more recent i7 I believe). But that variance...
On Linux: About 1% (it's a bit worse between restarts).
On Windows: 9% and higher.
I didn't know it was that bad.
Profiling on Windows verus Linux. Don't look at the actual numbers, these are different CPUs (i3-7100 versus a more recent i7 I believe). But that variance...
On Linux: About 1% (it's a bit worse between restarts).
On Windows: 9% and higher.
I didn't know it was that bad.
It actually produces correct output so this is not simply an error either.
It actually produces correct output so this is not simply an error either.