On building fast kd-Trees for Ray Tracing, and on doing that in O(N log N)

@article{Wald2006OnBF,
  title={On building fast kd-Trees for Ray Tracing, and on doing that in O(N log N)},
  author={Ingo Wald and Vlastimil Havran},
  journal={2006 IEEE Symposium on Interactive Ray Tracing},
  year={2006},
  pages={61-69}
}
  • I. Wald, V. Havran
  • Published 1 September 2006
  • Computer Science
  • 2006 IEEE Symposium on Interactive Ray Tracing
Though a large variety of efficiency structures for ray tracing exist, kd-trees today seem to slowly become the method of choice. In particular, kd-trees built with cost estimation functions such as a surface area heuristic (SAH) seem to be important for reaching high performance. Unfortunately, most algorithms for building such trees have a time complexity of O(N log2 N), or even O(N2). In this paper, we analyze the state of the art in building good kd-trees for ray tracing, and eventually… 

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It is demonstrated that high-quality SAH based acceleration structures can be constructed quickly enough to make them a viable option for interactive ray tracing of dynamic scenes, and the resulting trees are almost as good as those produced by a sorting-based SAH builder as measured by ray tracing time.
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