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dc.contributor.authorPérard-Gayot, Arsèneen_US
dc.contributor.authorKalojanov, Javoren_US
dc.contributor.authorSlusallek, Philippen_US
dc.contributor.editorLoic Barthe and Bedrich Benesen_US
dc.date.accessioned2017-04-22T16:27:29Z
dc.date.available2017-04-22T16:27:29Z
dc.date.issued2017
dc.identifier.issn1467-8659
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.13142
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13142
dc.description.abstractWe present a spatial index structure to accelerate ray tracing on GPUs. It is a flat, non-hierarchical spatial subdivision of the scene into axis aligned cells of varying size. In order to construct it, we first nest an octree into each cell of a uniform grid. We then apply two optimization passes to increase ray traversal performance: First, we reduce the expected cost for ray traversal by merging cells together. This adapts the structure to complex primitive distributions, solving the "teapot in a stadium" problem. Second, we decouple the cell boundaries used during traversal for rays entering and exiting a given cell. This allows us to extend the exiting boundaries over adjacent cells that are either empty or do not contain additional primitives. Now, exiting rays can skip empty space and avoid repeating intersection tests. Finally, we demonstrate that in addition to the fast ray traversal performance, the structure can be rebuilt efficiently in parallel, allowing for ray tracing dynamic scenes.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectI.3.7 [Computer Graphics]
dc.subjectThree Dimensional Graphics and Realism
dc.subjectRaytracing
dc.titleGPU Ray Tracing using Irregular Gridsen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersGPU and Data Structures
dc.description.volume36
dc.description.number2
dc.identifier.doi10.1111/cgf.13142
dc.identifier.pages477-486


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