As a result, our method consistently reduces the build time although this comes at the cost of an increase in tracing time. We show that this tradeoff is worth it for real-time raytracing of complex dynamic scenes since rebuilds are particularly expensive. Check out the paper for more details!
June 23, 2025 at 5:33 PM
As a result, our method consistently reduces the build time although this comes at the cost of an increase in tracing time. We show that this tradeoff is worth it for real-time raytracing of complex dynamic scenes since rebuilds are particularly expensive. Check out the paper for more details!
In this paper we focus on maximizing build speed by removing this additional traversal. To do so we introduce a bottom-up collapsing algorithm, which we integrate into an existing high-performance BVH2 builder to obtain a fast wide BVH construction algorithm.
June 23, 2025 at 5:32 PM
In this paper we focus on maximizing build speed by removing this additional traversal. To do so we introduce a bottom-up collapsing algorithm, which we integrate into an existing high-performance BVH2 builder to obtain a fast wide BVH construction algorithm.
However most of the GPU BVH construction litterature focuses on binary hierarchies. A notable exception is H-PLOC by Benthin et al which uses a binary builder and a separate top-down collapsing step to convert the binary BVH into a wide BVH.
June 23, 2025 at 5:30 PM
However most of the GPU BVH construction litterature focuses on binary hierarchies. A notable exception is H-PLOC by Benthin et al which uses a binary builder and a separate top-down collapsing step to convert the binary BVH into a wide BVH.
The standard acceleration structure for ray-tracing is the wide BVH, and fast GPU construction of these hierarchies is a key challenge for realtime raytracing. This is especially important for complex dynamic scenes where BVH rebuilds are a major bottleneck. Example: Flooded Sponza by Intel.
June 23, 2025 at 5:28 PM
The standard acceleration structure for ray-tracing is the wide BVH, and fast GPU construction of these hierarchies is a key challenge for realtime raytracing. This is especially important for complex dynamic scenes where BVH rebuilds are a major bottleneck. Example: Flooded Sponza by Intel.
These pruned trees enable efficient evaluation of the SDF for rendering or discretization, resulting in >100x speedups for complex scenes compared to brute-force evaluation. Come to my talk next week for more details, or read the paper here: wbrbr.org/publications...
May 7, 2025 at 1:39 PM
These pruned trees enable efficient evaluation of the SDF for rendering or discretization, resulting in >100x speedups for complex scenes compared to brute-force evaluation. Come to my talk next week for more details, or read the paper here: wbrbr.org/publications...
Our algorithm takes as input an analytical SDF represented as a tree of smooth booleans and a 3D region of space, and computes a much smaller pruned tree equivalent within the region. This procedure is simple and efficient, using the Lipschitz prop. of the SDFs instead of costly interval arithmetic
May 7, 2025 at 1:38 PM
Our algorithm takes as input an analytical SDF represented as a tree of smooth booleans and a 3D region of space, and computes a much smaller pruned tree equivalent within the region. This procedure is simple and efficient, using the Lipschitz prop. of the SDFs instead of costly interval arithmetic
I am proud to announce our Eurographics 2025 paper "Lipschitz Pruning: Hierarchical Simplification of Primitive-Based SDFs"! With Mathieu Sanchez (joint first author), @axelparis.bluesky.social, @elie-michel.bsky.social, Thibaud Lambert, @tamyboubekeur.bsky.social, Mathias Paulin and Théo Thonat.
May 7, 2025 at 1:37 PM
I am proud to announce our Eurographics 2025 paper "Lipschitz Pruning: Hierarchical Simplification of Primitive-Based SDFs"! With Mathieu Sanchez (joint first author), @axelparis.bluesky.social, @elie-michel.bsky.social, Thibaud Lambert, @tamyboubekeur.bsky.social, Mathias Paulin and Théo Thonat.