DOBB-BVH: Efficient Ray Traversal by Transforming Wide BVHs into Oriented Bounding Box Trees using Discrete Rotations
Michael A. Kern, Alain Galvan, David Oldcorn, Daniel Skinner, Rohan Mehalwal, Leo Reyes Lozano, Matth\"aus G. Chajdas

TL;DR
This paper presents DOBB-BVH, a novel method for transforming wide BVHs into efficient OBB hierarchies using discrete rotations, significantly improving ray tracing performance with manageable build time costs.
Contribution
Introducing a new OBB construction technique with shared transforms from discrete rotations, enabling efficient encoding and improved traversal performance in BVHs.
Findings
18.5% average improvement in primary rays
32.4% average improvement in secondary rays
up to 65% maximum gain in ray intersection performance
Abstract
Oriented bounding box (OBB) bounding volume hierarchies offer a more precise fit than axis-aligned bounding box hierarchies in scenarios with thin elongated and arbitrarily rotated geometry, enhancing intersection test performance in ray tracing. However, determining optimally oriented bounding boxes can be computationally expensive and have high memory requirements. Recent research has shown that pre-built hierarchies can be efficiently converted to OBB hierarchies on the GPU in a bottom-up pass, yielding significant ray tracing traversal improvements. In this paper, we introduce a novel OBB construction technique where all internal node children share a consistent OBB transform, chosen from a fixed set of discrete quantized rotations. This allows for efficient encoding and reduces the computational complexity of OBB transformations. We further extend our approach to hierarchies with…
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