--- id: wiki-2026-0508-bvh title: BVH category: 10_Wiki/Topics status: verified canonical_id: self aliases: [P-Reinforce-AUTO-D211FC, Bounding Volume Hierarchy] duplicate_of: none source_trust_level: A confidence_score: 0.9 verification_status: applied tags: [graphics, raytracing, datastructure, performance] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: rust framework: none --- # BVH ## 매 한 줄 > **"매 ray-object intersection 의 O(N) → O(log N) 변환의 표준 자료구조."**. Bounding Volume Hierarchy 는 ray tracing, collision detection, frustum culling 의 backbone — 매 modern path tracer (RTX, OptiX, Embree) 의 acceleration structure 핵심이며, SAH (Surface Area Heuristic) build 가 quality 의 standard. ## 매 핵심 ### 매 Build Strategy - **Median split**: simple, fast build, mediocre traversal. - **SAH (Surface Area Heuristic)**: cost = traversal + leaf intersection, optimal quality. - **HLBVH / LBVH**: GPU-friendly Morton-code build. - **PLOC**: parallel locally-ordered clustering, modern GPU SOTA. ### 매 Traversal - Stack-based DFS (CPU). - Stackless / restart trail (GPU register-friendly). - Wide BVH (BVH4, BVH8) — SIMD-friendly child arrays. ### 매 응용 1. Path tracing (Embree, OptiX, RTX hardware BVH). 2. Physics broadphase (Bullet, PhysX). 3. Three.js raycast acceleration (three-mesh-bvh). 4. WebGPU ray queries. ## 💻 패턴 ### AABB Struct ```rust #[derive(Copy, Clone)] struct Aabb { min: [f32; 3], max: [f32; 3] } impl Aabb { fn surface_area(&self) -> f32 { let d = [self.max[0]-self.min[0], self.max[1]-self.min[1], self.max[2]-self.min[2]]; 2.0 * (d[0]*d[1] + d[1]*d[2] + d[2]*d[0]) } fn union(a: Aabb, b: Aabb) -> Aabb { Aabb { min: [a.min[0].min(b.min[0]), a.min[1].min(b.min[1]), a.min[2].min(b.min[2])], max: [a.max[0].max(b.max[0]), a.max[1].max(b.max[1]), a.max[2].max(b.max[2])], } } } ``` ### Slab Ray-AABB Test ```rust fn ray_aabb(o: [f32;3], inv_d: [f32;3], box_: &Aabb) -> Option { let mut tmin = 0.0_f32; let mut tmax = f32::INFINITY; for i in 0..3 { let t1 = (box_.min[i] - o[i]) * inv_d[i]; let t2 = (box_.max[i] - o[i]) * inv_d[i]; tmin = tmin.max(t1.min(t2)); tmax = tmax.min(t1.max(t2)); } if tmax >= tmin.max(0.0) { Some(tmin) } else { None } } ``` ### SAH Cost ```rust fn sah_cost(left: &Aabb, n_left: usize, right: &Aabb, n_right: usize, parent: &Aabb) -> f32 { const C_TRAV: f32 = 1.0; const C_ISECT: f32 = 1.5; let inv_pa = 1.0 / parent.surface_area(); C_TRAV + C_ISECT * (left.surface_area() * n_left as f32 + right.surface_area() * n_right as f32) * inv_pa } ``` ### Top-Down SAH Build (sketch) ```rust fn build(prims: &mut [Prim]) -> Box { if prims.len() <= 4 { return Box::new(Node::Leaf(prims.to_vec())); } let (axis, split, _cost) = best_sah_split(prims); prims.select_nth_unstable_by(split, |a, b| a.centroid[axis].partial_cmp(&b.centroid[axis]).unwrap()); let (l, r) = prims.split_at_mut(split); Box::new(Node::Internal(build(l), build(r))) } ``` ### Stack Traversal ```rust fn traverse(root: &Node, ray: &Ray) -> Option { let mut stack = vec![root]; let mut closest: Option = None; while let Some(n) = stack.pop() { match n { Node::Leaf(prims) => for p in prims { if let Some(h) = p.intersect(ray) { closest = Some(h.min_or(closest)); } }, Node::Internal(l, r) => { stack.push(r); stack.push(l); } } } closest } ``` ### LBVH Morton Build ```rust fn morton3d(x: u32, y: u32, z: u32) -> u32 { fn spread(mut v: u32) -> u32 { v = (v | v << 16) & 0x030000FF; v = (v | v << 8) & 0x0300F00F; v = (v | v << 4) & 0x030C30C3; v = (v | v << 2) & 0x09249249; v } spread(x) | (spread(y) << 1) | (spread(z) << 2) } ``` ## 매 결정 기준 | 상황 | BVH 변종 | |---|---| | Static scene, CPU PT | SAH BVH2 | | Dynamic scene | Refit + occasional rebuild | | GPU PT | Wide BVH (BVH4/8) + LBVH/PLOC | | Animated chars | Two-level BVH (TLAS+BLAS) | | Web (three.js) | three-mesh-bvh (SAH) | **기본값**: SAH BVH2 for CPU; BVH8 + PLOC for GPU. ## 🔗 Graph - 변형: [[KD-Tree]] · [[Octree]] - 응용: [[Collision Detection]] · [[Frustum Culling]] ## 🤖 LLM 활용 **언제**: explain SAH math, generate boilerplate AABB/traversal code. **언제 X**: micro-optimized SIMD/GPU BVH inner loop — needs profiler-driven tuning. ## ❌ 안티패턴 - **Median split for production PT**: 10-30% slower traversal vs SAH. - **Recursive traversal on GPU**: stack overflow in registers — use iterative. - **Refit-only forever**: quality degrades; periodic rebuild. - **Per-triangle leaf**: cache-unfriendly; pack 4-8 prims/leaf. ## 🧪 검증 / 중복 - Verified (PBRT 4th ed, Embree paper, Wald 2007 SAH). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — full content with SAH/LBVH patterns |