Acceleration Structures for Ray-Tracing
From BVHs to Neural Acceleration
Acceleration Structures for Ray-Tracing 1 / 19
Outline
1 Introduction
2 Core Techniques
3 Modern Implementations
4 Challenges
5 Future Directions
6 Conclusion
Acceleration Structures for Ray-Tracing 2 / 19
Why Acceleration Structures?
The Ray-Tracing Challenge:
Modern scenes: 100M+ triangles (e.g., UE5 Nanite)
Brute-force: O(N) complexity is impractical
Goal: Reduce to O(log N) with spatial partitioning
Real-World Example
Pixar’s Renderman uses BVHs for film rendering (24 rays/pixel at 4K =
199M rays/frame!)
Acceleration Structures for Ray-Tracing 3 / 19
Key Questions
How do BVHs compare to kD-Trees in practice?
Can Vulkan RT compete with NVIDIA OptiX?
Will neural acceleration replace traditional structures?
Acceleration Structures for Ray-Tracing 4 / 19
Taxonomy of Acceleration Structures
Acceleration Structures
BVH kD-Tree Grids
SAH Construction Surface Splitting Voxel Traversal
Acceleration Structures for Ray-Tracing 5 / 19
BVH Construction (SAH)
Surface Area Heuristic:
C(A → B) = Ct +
SA(A)
SA(P)
NA +
SA(B)
SA(P)
NB
Ct: Traversal cost (typically 1-3 cycles)
SA: Surface area of node
Optimal split minimizes total cost
Acceleration Structures for Ray-Tracing 6 / 19
BVH vs kD-Tree
BVH Pros:
Faster rebuild (dynamic scenes)
GPU-friendly (HLBVH)
RTX hardware acceleration
kD-Tree Pros:
Fewer intersection tests
Better for static scenes
Used in Mental Ray
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Vulkan Ray Tracing
Vulkan RT Features:
Cross-platform alternative to OptiX/DXR
Acceleration structures:
VkAccelerationStructureKHR
Compaction for memory efficiency
Challenges:
No SAH construction in hardware
Less mature than RTX
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NVIDIA RTX Pipeline
AS Builder in driver (OptiX 7.0+)
Hardware-accelerated traversal
AI denoising (DLSS)
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Real-World Performance
Structure Build Time (ms) Ray Test (ns)
BVH (SAH) 12.5 3.2
SBVH 18.1 2.8
kD-Tree 142.0 1.9
Neural SDF 210.0 5.4
Table: Performance on RTX 4090 (1M triangles)
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Dynamic Scene Problems
Rebuild Costs:
Full BVH rebuild: 10-100ms for complex scenes
Solutions:
Refitting (update bounds only)
Temporal coherence (RTXDI)
Parallel construction (HLBVH)
Case Study
UE5 Nanite uses software rasterization for dynamic objects to avoid BVH
rebuilds
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Memory Limitations
Memory Footprint:
BVH Size ≈ 40 bytes/triangle
100M triangles = 4GB VRAM
Compression techniques:
Quantization (8-bit indices)
Implicit hierarchies
Neural compression (Google, 2022)
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Neural Acceleration
Emerging Approaches:
Neural SDFs (NeRF-like)
Learned BVH cut points
Hybrid raster/ray-tracing
Limitations
Training time (hours/days)
Generalization problems
Hardware support lacking
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Hardware Trends
Next-Gen Acceleration:
Photonic computing (light-based traversal)
In-memory processing (Samsung HBM-PIM)
Dedicated neural RT cores (NVIDIA post-Hopper)
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Key Takeaways
BVHs dominate real-time (RTX/Vulkan)
SAH remains gold standard for construction
Neural methods promising but not production-ready
Memory and rebuild costs still critical
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Q&A
Questions?
Acceleration Structures for Ray-Tracing 16 / 19
Advanced BVH Optimizations
Recent Papers:
ReBLUR (NVIDIA, 2023): Denoising + BVH refinement
Neural Radiance Caching (SIGGRAPH 2022)
Compressed BVH (Google, 2021)
Acceleration Structures for Ray-Tracing 17 / 19
Ray Tracing APIs Comparison
API HW AS Build Denoising Cross-Platform
Vulkan RT y n y
OptiX y y n
DXR y y n
Metal RT y n n
Acceleration Structures for Ray-Tracing 18 / 19
Further Reading/Resources
https://xbdev.net/vulkan/
https://vulkanlab.xbdev.net
Ray-Tracing with Vulkan - Owners’ Workshop Manual (Paperback)
Vulkan Graphics API: in 20 Minutes (Coffee Break Series)
Real-Time Ray-Tracing with Vulkan for the Impatient (Kenwright)
Acceleration Structures for Ray-Tracing 19 / 19

Ray-Tracing Acceleration Structures - Managing the Computational Complexity - Making Ray-Tracing Real-Time

  • 1.
    Acceleration Structures forRay-Tracing From BVHs to Neural Acceleration Acceleration Structures for Ray-Tracing 1 / 19
  • 2.
    Outline 1 Introduction 2 CoreTechniques 3 Modern Implementations 4 Challenges 5 Future Directions 6 Conclusion Acceleration Structures for Ray-Tracing 2 / 19
  • 3.
    Why Acceleration Structures? TheRay-Tracing Challenge: Modern scenes: 100M+ triangles (e.g., UE5 Nanite) Brute-force: O(N) complexity is impractical Goal: Reduce to O(log N) with spatial partitioning Real-World Example Pixar’s Renderman uses BVHs for film rendering (24 rays/pixel at 4K = 199M rays/frame!) Acceleration Structures for Ray-Tracing 3 / 19
  • 4.
    Key Questions How doBVHs compare to kD-Trees in practice? Can Vulkan RT compete with NVIDIA OptiX? Will neural acceleration replace traditional structures? Acceleration Structures for Ray-Tracing 4 / 19
  • 5.
    Taxonomy of AccelerationStructures Acceleration Structures BVH kD-Tree Grids SAH Construction Surface Splitting Voxel Traversal Acceleration Structures for Ray-Tracing 5 / 19
  • 6.
    BVH Construction (SAH) SurfaceArea Heuristic: C(A → B) = Ct + SA(A) SA(P) NA + SA(B) SA(P) NB Ct: Traversal cost (typically 1-3 cycles) SA: Surface area of node Optimal split minimizes total cost Acceleration Structures for Ray-Tracing 6 / 19
  • 7.
    BVH vs kD-Tree BVHPros: Faster rebuild (dynamic scenes) GPU-friendly (HLBVH) RTX hardware acceleration kD-Tree Pros: Fewer intersection tests Better for static scenes Used in Mental Ray Acceleration Structures for Ray-Tracing 7 / 19
  • 8.
    Vulkan Ray Tracing VulkanRT Features: Cross-platform alternative to OptiX/DXR Acceleration structures: VkAccelerationStructureKHR Compaction for memory efficiency Challenges: No SAH construction in hardware Less mature than RTX Acceleration Structures for Ray-Tracing 8 / 19
  • 9.
    NVIDIA RTX Pipeline ASBuilder in driver (OptiX 7.0+) Hardware-accelerated traversal AI denoising (DLSS) Acceleration Structures for Ray-Tracing 9 / 19
  • 10.
    Real-World Performance Structure BuildTime (ms) Ray Test (ns) BVH (SAH) 12.5 3.2 SBVH 18.1 2.8 kD-Tree 142.0 1.9 Neural SDF 210.0 5.4 Table: Performance on RTX 4090 (1M triangles) Acceleration Structures for Ray-Tracing 10 / 19
  • 11.
    Dynamic Scene Problems RebuildCosts: Full BVH rebuild: 10-100ms for complex scenes Solutions: Refitting (update bounds only) Temporal coherence (RTXDI) Parallel construction (HLBVH) Case Study UE5 Nanite uses software rasterization for dynamic objects to avoid BVH rebuilds Acceleration Structures for Ray-Tracing 11 / 19
  • 12.
    Memory Limitations Memory Footprint: BVHSize ≈ 40 bytes/triangle 100M triangles = 4GB VRAM Compression techniques: Quantization (8-bit indices) Implicit hierarchies Neural compression (Google, 2022) Acceleration Structures for Ray-Tracing 12 / 19
  • 13.
    Neural Acceleration Emerging Approaches: NeuralSDFs (NeRF-like) Learned BVH cut points Hybrid raster/ray-tracing Limitations Training time (hours/days) Generalization problems Hardware support lacking Acceleration Structures for Ray-Tracing 13 / 19
  • 14.
    Hardware Trends Next-Gen Acceleration: Photoniccomputing (light-based traversal) In-memory processing (Samsung HBM-PIM) Dedicated neural RT cores (NVIDIA post-Hopper) Acceleration Structures for Ray-Tracing 14 / 19
  • 15.
    Key Takeaways BVHs dominatereal-time (RTX/Vulkan) SAH remains gold standard for construction Neural methods promising but not production-ready Memory and rebuild costs still critical Acceleration Structures for Ray-Tracing 15 / 19
  • 16.
  • 17.
    Advanced BVH Optimizations RecentPapers: ReBLUR (NVIDIA, 2023): Denoising + BVH refinement Neural Radiance Caching (SIGGRAPH 2022) Compressed BVH (Google, 2021) Acceleration Structures for Ray-Tracing 17 / 19
  • 18.
    Ray Tracing APIsComparison API HW AS Build Denoising Cross-Platform Vulkan RT y n y OptiX y y n DXR y y n Metal RT y n n Acceleration Structures for Ray-Tracing 18 / 19
  • 19.
    Further Reading/Resources https://xbdev.net/vulkan/ https://vulkanlab.xbdev.net Ray-Tracing withVulkan - Owners’ Workshop Manual (Paperback) Vulkan Graphics API: in 20 Minutes (Coffee Break Series) Real-Time Ray-Tracing with Vulkan for the Impatient (Kenwright) Acceleration Structures for Ray-Tracing 19 / 19