SLIDE 6 Bounding Volume Hierarchies
- The basic concept of a bounding volume hierarchy is a complex object in a
hierarchy of simpler ones
- This works much like the hierarchical culling we looked at in the scene
graph lecture
- For example, if one were using spheres as their bounding volume, we could
enclose the entire scene in one big sphere
- Within that sphere are several other spheres, each containing more
spheres, until we finally get to the bottom level where spheres contain actual geometry like triangles
- To test a ray against the scene, we traverse the hierarchy from the top level
- When a sphere is hit, we test the spheres it contains, and ultimately the
triangles/primitives within
- In general, a bounding volume hierarchy can reduce the ray intersection
time from O(n) to O(log n), where n is the number of primitives in the scene
- This reduction from linear to logarithmic performance makes a huge
difference and makes it possible to construct scenes with millions of primitives