Abstract:Efficiently and realistic rendering of large-scale has always been a thorny issue in graphics rendering field, especially when kernel memory can’t hold the entire scene at once. Bounding volume hierarchies is a kind of object-based scene management techniques which is widely used in collision detection, ray tracing system, etc. This paper focuses on large-scale scene and proposes a novel algorithm which named Multi-Level Bounding volume hierarchies, at last implementing it using GPU parallel computing power. Our algorithm has some contributions for large-scale scene. The first uses a linear ordering derived from spatial Morton codes to chip scene data into block extremely quickly and with high parallel scalability; the second is that the traverse efficient have significantly improved by using a two phase traverse tactics, which using the first stage result to control the second stage traverse. Finally, we have done some experiments to proof the algorithm correctness and reliability, also have analyzed the construction and traverse efficiency.