bounding_volume_hierarchy.md 4.05 KB
Newer Older
yhesper's avatar
yhesper committed
1
2
---
layout: default
allai5's avatar
allai5 committed
3
title: (Task 3) BVH
yhesper's avatar
yhesper committed
4
permalink: /pathtracer/bounding_volume_hierarchy
allai5's avatar
allai5 committed
5
parent: "A3: Pathtracer"
yhesper's avatar
yhesper committed
6
7
8
9
---

# (Task 3) Bounding Volume Hierarchy

allai5's avatar
allai5 committed
10

TheNumbat's avatar
TheNumbat committed
11
In this task you will implement a bounding volume hierarchy that accelerates ray-scene intersection. Most of this work will be in `student/bvh.inl`. Note that this file has an unusual extension (`.inl` = inline) because it is an implementation file for a template class. This means `bvh.h` must `#include` it, so all code that sees `bvh.h` will also see `bvh.inl`.
yhesper's avatar
yhesper committed
12
13
14
15
16
17
18
19
20

First, take a look at the definition for our `BVH` in `rays/bvh.h`. We represent our BVH using a vector of `Node`s, `nodes`, as an implicit tree data structure in the same fashion as heaps that you probably have seen in some other courses. A `Node` has the following fields:

* `BBox bbox`: the bounding box of the node (bounds all primitives in the subtree rooted by this node)
* `size_t start`: start index of primitives in the `BVH`'s primitive array
* `size_t size`: range of index in the primitive list (number of primitives in the subtree rooted by the node)
* `size_t l`: the index of the left child node
* `size_t r`: the index of the right child node

TheNumbat's avatar
TheNumbat committed
21
The BVH class also maintains a vector of all primitives in the BVH. The fields start and size in the BVH `Node` refer the range of contained primitives in this array. The primitives in this array are not initially in any particular order, and you will need to _rearrange the order_ as you build the BVH so that your BVH can accurately represent the spacial hierarchy.
yhesper's avatar
yhesper committed
22

23
The starter code constructs a valid BVH, but it is a trivial BVH with a single node containing all scene primitives. Once you are done with this task, you can check the box for BVH in the left bar under "Visualize" when you start render to visualize your BVH and see each levels.
yhesper's avatar
yhesper committed
24

TheNumbat's avatar
TheNumbat committed
25
26
Finally, note that the BVH visualizer will start drawing from `BVH::root_idx`, so be sure to set this to the proper index (probably 0 or `nodes.size() - 1`, depending on your implementation) when you build the BVH.

yhesper's avatar
yhesper committed
27
28
29
30

## Step 0: Bounding Box Calculation

Implement `BBox::hit` in `student/bbox.cpp`.
allai5's avatar
allai5 committed
31
Also if you haven't already, implement `Triangle::bbox` in `student/tri_mesh.cpp` (`Triangle::bbox` should be fairly straightforward). We recommend checking out this [Scratchapixel article](https://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes/ray-box-intersection).
yhesper's avatar
yhesper committed
32
33
34

## Step 1: BVH Construction

allai5's avatar
allai5 committed
35
36
37
Your job is to construct a `BVH` using the [Surface Area Heuristic](http://15462.courses.cs.cmu.edu/fall2017/lecture/acceleratingqueries/slide_025) discussed in class. Tree construction would occur when the BVH object is constructed. Below is the pseudocode by which your BVH construction procedure should generally follow (copied from lecture slides).

<center><img src="BVH_construction_pseudocode.png"></center>
yhesper's avatar
yhesper committed
38
39
40
41
42


## Step 2: Ray-BVH Intersection

Implement the ray-BVH intersection routine `Trace BVH<Primitive>::hit(const Ray& ray)`. You may wish to consider the node visit order optimizations we discussed in class. Once complete, your renderer should be able to render all of the test scenes in a reasonable amount of time. [Visualization of normals](visualization_of_normals.md) may help with debugging.
43

allai5's avatar
allai5 committed
44
45
<center><img src="ray_bvh_pseudocode.png"></center>

46
47
48
49
## Visualization

In Render mode, simply check the box for "BVH", and you would be able to see the BVH you generated in task 3 when you **start rendering**. You can click on the horizontal bar to see each level of your BVH.

allai5's avatar
allai5 committed
50
<center><img src="new_results/bvh_button.png" style="height:120px"></center>
51

allai5's avatar
allai5 committed
52
53
54
## Sample BVHs
The BVH constructed for Spot the Cow on the 10th level.
<center><img src="new_results/bvh.png" style="height:320px"></center>
55

allai5's avatar
allai5 committed
56
57
The BVH constructed for a scene composed of several cubes and spheres on the 0th and 1st levels.
<center><img src="new_results/l0.png" style="height:220px"><img src="new_results/l2.png" style="height:220px"></center>
58

allai5's avatar
allai5 committed
59
60
The BVH constructed for the Stanford Bunny on the 10th level.
<center><img src="new_results/bvh_bunny_10.png" style="height:320px"></center>
61
62
63