Using good acceleration structures is a major factor in achieving real time rendering with ray tracing. Bounding Volume Hierarchies (BVHs) are very flexible and have competitive performance to the other most used acceleration structures. Naturally, they have become object of the current research with focus on fast construction. A step of the classical construction algorithm consists of partitioning a given set of scene’s primitives into two non overlapping subsets such that a predefined cost function has global minima. Due to the exponential nature of that problem the classical construction applies an assumption which limits the space of possible solutions and finding an optimal one is not guaranteed.
Contrary to the recent research we have worked towards improving the quality of the BVHs while searching throughout the space of possible solutions. Using domain specific properties and the linearity of the cost function we implemented a complex generic algorithm that is able to find optimal divisions in polynomial time. Based on number of experiments we concluded, that in terms of ray tracing a spatial
partitioning gives the best results.
Finally we implemented a simplified specialized version of the generic algorithm which performs better in most cases than the traditional algorithms and has comparable construction times.