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Parallel On-Demand Hierarchy Construction on Contemporary GPUs

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VINKLER Marek HAVRAN Vlastimil BITTNER Jiří SOCHOR Jiří

Rok publikování 2016
Druh Článek v odborném periodiku
Časopis / Zdroj IEEE Transactions on Visualization and Computer Graphics
Fakulta / Pracoviště MU

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Citace
Doi http://dx.doi.org/10.1109/TVCG.2015.2465898
Obor Informatika
Klíčová slova ray tracing; GPU; bounding volume hierarchies; kd-trees; lazy build
Popis We present the first parallel on-demand spatial hierarchy construction algorithm targeting ray tracing on many-core processors such as GPUs. The method performs simultaneous ray traversal and spatial hierarchy construction focused on the parts of the data structure being traversed. The method is based on a versatile framework built around a task pool and runs entirely on the GPU. We show that the on-demand construction can improve rendering times compared to full hierarchy construction. We evaluate our method on both object (BVH) and space (kd-tree) subdivision data structures and compare them mutually. The on-demand method is particularly beneficial for rendering large scenes with high occlusion. We also present SAH kd-tree builder that outperforms previous state-of-the-art builders running on the GPU.

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