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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Dev%3ASource%2FRender%2FBIHTree</id>
	<title>Dev:Source/Render/BIHTree - 版の履歴</title>
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	<updated>2026-04-19T12:52:42Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:Source/Render/BIHTree&amp;diff=51686&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:Source/Render/BIHTree&amp;diff=51686&amp;oldid=prev"/>
		<updated>2018-06-28T17:49:53Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 17:49時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:Source/Render/BIHTree&amp;diff=51685&amp;oldid=prev</id>
		<title>wiki&gt;Mindrones: moved Dev:Source/Blender/Render/BIHTree to Dev:Source/Render/BIHTree</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:Source/Render/BIHTree&amp;diff=51685&amp;oldid=prev"/>
		<updated>2010-03-09T10:16:09Z</updated>

		<summary type="html">&lt;p&gt;moved &lt;a href=&quot;/Dev:Source/Blender/Render/BIHTree&quot; class=&quot;mw-redirect&quot; title=&quot;Dev:Source/Blender/Render/BIHTree&quot;&gt;Dev:Source/Blender/Render/BIHTree&lt;/a&gt; to &lt;a href=&quot;/Dev:Source/Render/BIHTree&quot; title=&quot;Dev:Source/Render/BIHTree&quot;&gt;Dev:Source/Render/BIHTree&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;=The Bounding Interval Hierarchy=&lt;br /&gt;
[[Image:Bih-incremental-subdivision-visualization.png|thumb|The incremental BIH tree after firing one ray diagonally through the standard Budhha model]]&lt;br /&gt;
The current method Blender employs for ray-scene intersection (i.e. efficiently intersecting every triangle in a scene with a ray) is the octree. While the octree is quite fast, it does not automatically adapt to scene geometry; it merely recursively divides the scene bounding box into eight children. The split locations at each recursion are always at the center of the bounding box.&lt;br /&gt;
&lt;br /&gt;
However, there are many ray-scene acceleration structure options. In the graphics community, many papers and thesises have been written on the topic. [http://www.sci.utah.edu/~wald/PhD Wald's PhD thesis] showed that for the general case, the kdtree appears to have the most desirable characteristics.&lt;br /&gt;
&lt;br /&gt;
So why a BIH tree for blender instead of a KDTree? The KDTree tends to have two problems: complicated implementation, and very slow building for a full surface-area-heuristic implementation. The SAH basically says that you pick the split location and dimension by checking all possible location/dimensions to see which one minimizes some cost function. This is what the BRL-CAD kdtree does, which is (badly) integrated into blender in [http://projects.blender.org/tracker/?func=detail&amp;amp;atid=127&amp;amp;aid=4345&amp;amp;group_id=9 this patch]. This ran dramatically slower than the octree for the scenes I tested with, because the build times were longer than the render times!&lt;br /&gt;
&lt;br /&gt;
So, I decided to implement the new kid on the block: the BIH tree. [http://graphics.uni-ulm.de/BIH.pdf The paper] describing it was just released recently. I decided, upon reading about the ease of implementation yet results comparable to kdtrees with extremely fast build times, to implement BIH for blender.&lt;br /&gt;
&lt;br /&gt;
=Plans in implementaion order=&lt;br /&gt;
* [done] Write BIH intersection code&lt;br /&gt;
** Though the code is clearly in need of bulletproofing&lt;br /&gt;
* Integrate BIH with blender&lt;br /&gt;
** Add new tab to render panel&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
* [http://ompf.org/forum/ ompf raytracing forum]&lt;br /&gt;
* [http://ompf.org/forum/viewtopic.php?t=9 ompf essential raytracing links] - has several important papers and thesises&lt;br /&gt;
&lt;br /&gt;
=BIH Implementaion Details=&lt;br /&gt;
* The tree is built incrementally; that is to say, only parts of the scene that have rays shot at them are indexed in detail.&lt;br /&gt;
* 64-bit clean&lt;br /&gt;
* Flat structure with (almost) no pointers; suitable for mmaping!&lt;br /&gt;
* Picture showing data structure coming soon.&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mindrones</name></author>
		
	</entry>
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