
2. Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer 469
Top-level BVH
Middle-level BVH
Bottom-level BVH
VD
654
12
0
3
Mesh 0
xform 0
Mesh 1
xform 1
Mesh 1
xform 2
Mesh 2
xform 3
Figure 2.6. Three-level hierarchy. A leaf of the top-level BVH stores an object, which
is a middle-level BVH and transform. A leaf of the middle-level BVH stores primitives
such as a triangle, a quad, or a VD patch. There is a bottom-level BVH that is built
on the fly during the rendering for a leaf storing a VD patch.
AABB of a quad using the value. Although this results in a loose-fitted AABB,
which makes ray tracing less efficient than when tight AABBs are computed, it
makes ...