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>
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5.0 KiB
id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-bvh | BVH | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
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
- Path tracing (Embree, OptiX, RTX hardware BVH).
- Physics broadphase (Bullet, PhysX).
- Three.js raycast acceleration (three-mesh-bvh).
- WebGPU ray queries.
💻 패턴
AABB Struct
#[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
fn ray_aabb(o: [f32;3], inv_d: [f32;3], box_: &Aabb) -> Option<f32> {
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
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)
fn build(prims: &mut [Prim]) -> Box<Node> {
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
fn traverse(root: &Node, ray: &Ray) -> Option<Hit> {
let mut stack = vec![root];
let mut closest: Option<Hit> = 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
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 |