f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
165 lines
5.0 KiB
Markdown
165 lines
5.0 KiB
Markdown
---
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id: wiki-2026-0508-bvh
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title: BVH
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [P-Reinforce-AUTO-D211FC, Bounding Volume Hierarchy]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [graphics, raytracing, datastructure, performance]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: rust
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framework: none
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---
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# BVH
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## 매 한 줄
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> **"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.
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## 매 핵심
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### 매 Build Strategy
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- **Median split**: simple, fast build, mediocre traversal.
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- **SAH (Surface Area Heuristic)**: cost = traversal + leaf intersection, optimal quality.
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- **HLBVH / LBVH**: GPU-friendly Morton-code build.
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- **PLOC**: parallel locally-ordered clustering, modern GPU SOTA.
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### 매 Traversal
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- Stack-based DFS (CPU).
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- Stackless / restart trail (GPU register-friendly).
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- Wide BVH (BVH4, BVH8) — SIMD-friendly child arrays.
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### 매 응용
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1. Path tracing (Embree, OptiX, RTX hardware BVH).
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2. Physics broadphase (Bullet, PhysX).
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3. Three.js raycast acceleration (three-mesh-bvh).
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4. WebGPU ray queries.
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## 💻 패턴
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### AABB Struct
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```rust
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#[derive(Copy, Clone)]
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struct Aabb { min: [f32; 3], max: [f32; 3] }
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impl Aabb {
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fn surface_area(&self) -> f32 {
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let d = [self.max[0]-self.min[0], self.max[1]-self.min[1], self.max[2]-self.min[2]];
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2.0 * (d[0]*d[1] + d[1]*d[2] + d[2]*d[0])
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}
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fn union(a: Aabb, b: Aabb) -> Aabb {
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Aabb {
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min: [a.min[0].min(b.min[0]), a.min[1].min(b.min[1]), a.min[2].min(b.min[2])],
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max: [a.max[0].max(b.max[0]), a.max[1].max(b.max[1]), a.max[2].max(b.max[2])],
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}
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}
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}
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```
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### Slab Ray-AABB Test
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```rust
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fn ray_aabb(o: [f32;3], inv_d: [f32;3], box_: &Aabb) -> Option<f32> {
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let mut tmin = 0.0_f32;
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let mut tmax = f32::INFINITY;
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for i in 0..3 {
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let t1 = (box_.min[i] - o[i]) * inv_d[i];
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let t2 = (box_.max[i] - o[i]) * inv_d[i];
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tmin = tmin.max(t1.min(t2));
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tmax = tmax.min(t1.max(t2));
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}
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if tmax >= tmin.max(0.0) { Some(tmin) } else { None }
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}
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```
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### SAH Cost
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```rust
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fn sah_cost(left: &Aabb, n_left: usize, right: &Aabb, n_right: usize, parent: &Aabb) -> f32 {
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const C_TRAV: f32 = 1.0;
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const C_ISECT: f32 = 1.5;
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let inv_pa = 1.0 / parent.surface_area();
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C_TRAV + C_ISECT * (left.surface_area() * n_left as f32 + right.surface_area() * n_right as f32) * inv_pa
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}
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```
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### Top-Down SAH Build (sketch)
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```rust
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fn build(prims: &mut [Prim]) -> Box<Node> {
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if prims.len() <= 4 { return Box::new(Node::Leaf(prims.to_vec())); }
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let (axis, split, _cost) = best_sah_split(prims);
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prims.select_nth_unstable_by(split, |a, b| a.centroid[axis].partial_cmp(&b.centroid[axis]).unwrap());
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let (l, r) = prims.split_at_mut(split);
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Box::new(Node::Internal(build(l), build(r)))
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}
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```
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### Stack Traversal
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```rust
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fn traverse(root: &Node, ray: &Ray) -> Option<Hit> {
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let mut stack = vec![root];
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let mut closest: Option<Hit> = None;
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while let Some(n) = stack.pop() {
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match n {
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Node::Leaf(prims) => for p in prims { if let Some(h) = p.intersect(ray) { closest = Some(h.min_or(closest)); } },
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Node::Internal(l, r) => { stack.push(r); stack.push(l); }
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}
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}
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closest
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}
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```
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### LBVH Morton Build
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```rust
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fn morton3d(x: u32, y: u32, z: u32) -> u32 {
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fn spread(mut v: u32) -> u32 {
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v = (v | v << 16) & 0x030000FF;
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v = (v | v << 8) & 0x0300F00F;
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v = (v | v << 4) & 0x030C30C3;
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v = (v | v << 2) & 0x09249249;
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v
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}
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spread(x) | (spread(y) << 1) | (spread(z) << 2)
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}
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```
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## 매 결정 기준
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| 상황 | BVH 변종 |
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|---|---|
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| Static scene, CPU PT | SAH BVH2 |
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| Dynamic scene | Refit + occasional rebuild |
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| GPU PT | Wide BVH (BVH4/8) + LBVH/PLOC |
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| Animated chars | Two-level BVH (TLAS+BLAS) |
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| Web (three.js) | three-mesh-bvh (SAH) |
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**기본값**: SAH BVH2 for CPU; BVH8 + PLOC for GPU.
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## 🔗 Graph
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- 변형: [[KD-Tree]] · [[Octree]]
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- 응용: [[Collision Detection]] · [[Frustum Culling]]
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## 🤖 LLM 활용
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**언제**: explain SAH math, generate boilerplate AABB/traversal code.
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**언제 X**: micro-optimized SIMD/GPU BVH inner loop — needs profiler-driven tuning.
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## ❌ 안티패턴
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- **Median split for production PT**: 10-30% slower traversal vs SAH.
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- **Recursive traversal on GPU**: stack overflow in registers — use iterative.
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- **Refit-only forever**: quality degrades; periodic rebuild.
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- **Per-triangle leaf**: cache-unfriendly; pack 4-8 prims/leaf.
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## 🧪 검증 / 중복
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- Verified (PBRT 4th ed, Embree paper, Wald 2007 SAH).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — full content with SAH/LBVH patterns |
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