with M. Stich, S. Nawaz, and A. Keller.
In Proceedings of the Conference on High Performance Graphics (HPG '11).
Abstract: When a bounding volume hierarchy is used for accelerating the intersection *of rays and scene geometry, one common way to incorporate motion blur is to interpolate node bounding volumes according to the time of the ray. However, such hierarchies typically exhibit large overlap between bounding volumes, which results in an inefficient traversal. This work builds upon the concept of spatially partitioning nodes during tree construction in order to reduce overlap in the presence of moving objects. The resulting hierarchies are often significantly cheaper to traverse than those generated by classic approaches.