Overview
BVH traversal quickly rejects large groups of primitives whose boxes a ray misses, reducing the number of expensive primitive intersections.
Tests rays against a hierarchy of bounding volumes before testing contained geometry.
Compact metadata for implementation and discovery.
BVH traversal quickly rejects large groups of primitives whose boxes a ray misses, reducing the number of expensive primitive intersections.
Quick facts
Runtime and memory behavior at a glance.
Best
O(log n)
Average
O(log n)
Worst
O(n)
Space
O(depth)
p(t) = origin + t * directionFinds a point along a ray for intersection or shading work.
Show rays, samples, buffers, or shading terms that contribute to the final pixel.
BVH Traversal should be used with the assumptions and tradeoffs of acceleration Structure in mind.
What each reference supports for this entry.
Rendering reference covering bounding volume hierarchies and ray-acceleration traversal.
Open sourceGood next jumps from the relationship graph, ranked for useful discovery.
Traversal requires a built hierarchy of bounding volumes.
Ray tracers use BVH traversal to skip large sets of primitives.
BVH traversal often ends by testing rays against triangles.