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KD-tree acceleration structures for a GPU raytracer
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Source SIGGRAPH/EUROGRAPHICS Conference On Graphics Hardware archive
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware table of contents
Los Angeles, California
SESSION: Rendering table of contents
Pages: 15 - 22  
Year of Publication: 2005
ISBN:1-59593-086-8
Authors
Tim Foley  Stanford University
Jeremy Sugerman  Stanford University
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 41,   Downloads (12 Months): 280,   Citation Count: 25
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ABSTRACT

Modern graphics hardware architectures excel at compute-intensive tasks such as ray-triangle intersection, making them attractive target platforms for raytracing. To date, most GPU-based raytracers have relied upon uniform grid acceleration structures. In contrast, the kd-tree has gained widespread use in CPU-based raytracers and is regarded as the best general-purpose acceleration structure. We demonstrate two kd-tree traversal algorithms suitable for GPU implementation and integrate them into a streaming raytracer. We show that for scenes with many objects at different scales, our kd-tree algorithms are up to 8 times faster than a uniform grid. In addition, we identify load balancing and input data recirculation as two fundamental sources of inefficiency when raytracing on current graphics hardware.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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{Chr05} Christen M.: Ray Tracing on GPU. Diploma thesis, University of Applied Sciences Basel, Switzerland, 2005.
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{Hav00} Havran V.: Heuristic Ray Shooting Algorithms. Ph.D. thesis, Department of Computer Science and Engineering, Faculty of Electrical Engineering, Czech Technical University in Prague, November 2000.
 
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CITED BY  25

Collaborative Colleagues:
Tim Foley: colleagues
Jeremy Sugerman: colleagues