Conference Proceeding
A parallel algorithm for construction of uniform grids.
01/2009;
In proceeding of: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2009, New Orleans, Louisiana, USA, August 1-3, 2009
Source: DBLP
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Citations (0)
- Cited In (3)
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Article: When it makes sense to use uniform grids for ray tracing
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ABSTRACT: Commonly used hierarchical data structures such as bounding volume hierarchies and kd-trees have rather high build times, which can be a bottleneck for applications rebuilding or updating the acceleration structure required by data changes. On the other hand uniform grids can be built almost instantly in linear time, however, they can suffer from severe performance penalty, in particular in scenes with non-uniformly populated geometry. We improve on performance using a two-step approach that combines both approaches: first we build a uniform grid and test its performance. Second, using an estimate on the number of rays to be queried we either continue using the grid or build a hierarchical data structure instead. This way we select a more efficient data structure given a particular implementation of the algorithms which yields with high probability an overall smaller computational time. We evaluate the properties of this method for a set of 28 scenes. -
Conference Proceeding: Implicit and dynamic trees for high performance rendering.
Proceedings of the Graphics Interface 2011 Conference, May 25-27, 2011, St. John's, Newfoundland, Canada; 01/2011 -
Article: Grid-based SAH BVH construction on a GPU
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ABSTRACT: We present an efficient algorithm for building an adaptive bounding volume hierarchy (BVH) in linear time on commodity graphics hardware using CUDA. BVHs are widely used as an acceleration data structure to quickly ray trace animated polygonal scenes. We accelerate the construction process with auxiliary grids that help us build high quality BVHs with SAH in O(k∗n). We partition scene triangles and build a temporary grid structure only once. We also handle non-uniformly tessellated and long/thin triangles that we split into several triangle references with tight bounding box approximations. We make no assumptions on the type of geometry or animation motion. However, our algorithm takes advantage of coherent geometry layout and coherent frame-by-frame motion. We demonstrate the performance and quality of resulting BVHs that are built quickly with good spatial partitioning. KeywordsGPU–Ray tracing–Acceleration structure–Triangle subdivision–SAH–Surface area heuristic–BVH–Bounding volume hierarchyThe Visual Computer 04/2012; 27(6):697-706. · 0.58 Impact Factor
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