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dc.contributor.authorKalojanov, Javoren_US
dc.contributor.authorBilleter, Markusen_US
dc.contributor.authorSlusallek, Philippen_US
dc.contributor.editorM. Chen and O. Deussenen_US
dc.date.accessioned2015-02-27T10:21:03Z
dc.date.available2015-02-27T10:21:03Z
dc.date.issued2011en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2011.01862.xen_US
dc.description.abstractWe investigate the use of two-level nested grids as acceleration structure for ray tracing of dynamic scenes. We propose a massively parallel, sort-based construction algorithm and show that the two-level grid is one of the structures that is fastest to construct on modern graphics processors. The structure handles non-uniform primitive distributions more robustly than the uniform grid and its traversal performance is comparable to those of other high quality acceleration structures used for dynamic scenes. We propose a cost model to determine the grid resolution and improve SIMD utilization during ray-triangle intersection by employing a hybrid packetization strategy. The build times and ray traversal acceleration provide overall rendering performance superior to previous approaches for real time rendering of animated scenes on GPUs.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.titleTwo-Level Grids for Ray Tracing on GPUsen_US
dc.description.seriesinformationComputer Graphics Forumen_US


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