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  • Bih - Bsp2

    Hey everyone. Have an interesting read, and Vlado, any thoughts?

    they claim it to be faster then regular BSP by a factor of 2. Now I know vray does not use typical BSP, but how does it compare to BIH?

    http://en.wikipedia.org/wiki/Boundin...rval_hierarchy

    http://graphics.uni-ulm.de/BIH.pdf
    Dmitry Vinnik
    Silhouette Images Inc.
    ShowReel:
    https://www.youtube.com/watch?v=qxSJlvSwAhA
    https://www.linkedin.com/in/dmitry-v...-identity-name

  • #2
    BTW - I found hat there's so much new realtime raytracers outside... Maybe they based on that technique
    I just can't seem to trust myself
    So what chance does that leave, for anyone else?
    ---------------------------------------------------------
    CG Artist

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    • #3
      well this bih can handle an extremely large amount of triangles, which I dont see the point to use in games.
      Anyways I hope vlado can clarify
      Dmitry Vinnik
      Silhouette Images Inc.
      ShowReel:
      https://www.youtube.com/watch?v=qxSJlvSwAhA
      https://www.linkedin.com/in/dmitry-v...-identity-name

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      • #4
        The advantage of the bounding interval hierarchy is that it is very fast to update the strcture dynamically if you have moving objects and need to rebuild it often (e.g. for each frame in a game).

        However, due to the fact that it does not split the triangles, it performs poorly for scenes with large triangles across large spaces (e.g. walls with only a few triangles) and may fail to subdivide the geometry in an optimal way. In a particular implementation that we looked at, ray casting though the BIH was as much as 5 times slower than a regular kd-tree.

        In a real-time sitation though, the savings you get from the linear build time for BIH compared to a kd-tree may be enough to offset the slower tree traversal.

        For offline raytracing, where the build time for the tree is negligible compared to the actual rendering, BIH does not make much sense, except perhaps as the initial coarse subdivision in a hybrid BIH/kd-tree solution.

        Best regards,
        Vlado
        I only act like I know everything, Rogers.

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        • #5
          so you are saying there is no real point to it? well why implement it into mr then?
          Dmitry Vinnik
          Silhouette Images Inc.
          ShowReel:
          https://www.youtube.com/watch?v=qxSJlvSwAhA
          https://www.linkedin.com/in/dmitry-v...-identity-name

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          • #6
            As far as I know, mental ray bsp2 does not use pure bounding interval hierarchy; further on there are cases where bsp2 is slower than the regular bsp...

            Best regards,
            Vlado
            Last edited by vlado; 15-02-2008, 03:26 PM.
            I only act like I know everything, Rogers.

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            • #7
              well I just hope they didnt swap the bsp for bsp2 completely. And left it as an option.
              Dmitry Vinnik
              Silhouette Images Inc.
              ShowReel:
              https://www.youtube.com/watch?v=qxSJlvSwAhA
              https://www.linkedin.com/in/dmitry-v...-identity-name

              Comment

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