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June 4, 2026Procedia Computer Science0 citationsOpen Access

Practical Research on Ray Tracing Algorithm Acceleration Technology in Immersive Digital Art Exhibition Visualization

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RLRong Li

Key Points

  • The aim is to enhance the real-time rendering quality of immersive digital art exhibitions by improving ray tracing efficiency.
  • Implemented a hybrid acceleration scheme utilizing Bounding Volume Hierarchy (BVH) optimization.
  • Developed an adaptive spatial partitioning structure first, followed by optimization using Surface Area Heuristic (SAH).
  • Conducted experiments in a virtual exhibition hall scene containing 1.2 million triangles.
  • Achieved a 4.61-fold increase in ray intersection speed in the sculpture area compared to traditional methods.
  • Maintained frame rates between 8.7-11.6 fps with an average rendering time of 24.6 ms per frame.
  • Successfully addressed the rendering bottleneck for large, complex scenes.

Abstract

The digital art exhibitions that are immersive are more demanding in terms of the quality of real-time rendering, yet due to the extreme complexity of the computational part, known as the ray-trace algorithm, the rendering efficiency is low, which makes it hard to respond to the requirements of an interactive scene. To solve this problem, this paper suggests a hybrid acceleration scheme that is based on the Bounding Volume Hierarchy (BVH) optimization. The BVH tree is built, but an adaptive spatial partitioning structure is built first, optimization of the BVH tree is done based on the Surface Area Heuristic (SAH) algorithm which minimizes the intersection tests between rays and the scene geometry. Second, they carry out ray tracing path optimization with importance sampling and minimize noise with the Monte Carlo technique. Lastly, temporal denoising and screen-space reflection algorithms are presented in order to have a hybrid rendering pipeline. The experiments took place in a virtual scene of an exhibition hall with 1.2 million triangles. The BVH acceleration structure produced a 4.61-fold increase in the speed of ray intersection in the sculpture area, compared to the traditional brute-force intersection method with frame rate variation maintained within 8.7-11.6 fps and the mean number of ms per frame dropped to 24.6 ms rendering time on average. The scheme successfully addresses the real-time rendering bottleneck of large complex scenes, which is useful in the technical support of immersive digital art exhibitions.

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Cite This Study

Rong Li (2026) studied this question.

synapsesocial.com/papers/6a2116fad499ed480b16fd94https://doi.org/10.1016/j.procs.2026.04.310
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