Show simple item record

dc.contributor.authorVinkler, Mareken_US
dc.contributor.authorHavran, Vlastimilen_US
dc.contributor.authorBittner, Jiříen_US
dc.contributor.editorChen, Min and Zhang, Hao (Richard)en_US
dc.date.accessioned2016-12-08T11:25:34Z
dc.date.available2016-12-08T11:25:34Z
dc.date.issued2016
dc.identifier.issn1467-8659
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12776
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf12776
dc.description.abstractWe present a performance comparison of bounding volume hierarchies and kd‐trees for ray tracing on many‐core architectures (GPUs). The comparison is focused on rendering times and traversal characteristics on the GPU using data structures that were optimized for very high performance of tracing rays. To achieve low rendering times, we extensively examine the constants used in termination criteria for the two data structures. We show that for a contemporary GPU architecture (NVIDIA Kepler) bounding volume hierarchies have higher ray tracing performance than kd‐trees for simple and moderately complex scenes. On the other hand, kd‐trees have higher performance for complex scenes, in particular for those with high depth complexity. Finally, we analyse the causes of the performance discrepancies using the profiling characteristics of the ray tracing kernels.We present a performance comparison of bounding volume hierarchies and kd‐trees for ray tracing on many‐core architectures (GPUs). The comparison is focused on rendering times and traversal characteristics on the GPU using data structures that were optimized for very high performance of tracing rays. To achieve low rendering times, we extensively examine the constants used in termination criteria for the two data structures. We show that for a contemporary GPU architecture (NVIDIA Kepler) bounding volume hierarchies have higher ray tracing performance than kd‐trees for simple and moderately complex scenes.en_US
dc.publisher© 2016 The Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectray tracing
dc.subjectperformance comparison
dc.subjectobject‐partitioning
dc.subjectspace‐partitioning
dc.subjectGPU
dc.subjectI.3.7 [Computational Graphics]: Three‐Dimensional Graphics and Realism—Raytracing; I.3.6 [Computer Graphics]: Methodology and Techniques—Graphics data structures and data types; I.3.1 [Computer Graphics]: Hardware architecture—Parallel processing
dc.titlePerformance Comparison of Bounding Volume Hierarchies and Kd‐Trees for GPU Ray Tracingen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersArticles
dc.description.volume35
dc.description.number8
dc.identifier.doi10.1111/cgf.12776


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record