Two-Level Grids for Ray Tracing on GPUs
dc.contributor.author | Kalojanov, Javor | en_US |
dc.contributor.author | Billeter, Markus | en_US |
dc.contributor.author | Slusallek, Philipp | en_US |
dc.contributor.editor | M. Chen and O. Deussen | en_US |
dc.date.accessioned | 2015-02-27T10:21:03Z | |
dc.date.available | 2015-02-27T10:21:03Z | |
dc.date.issued | 2011 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/j.1467-8659.2011.01862.x | en_US |
dc.description.abstract | We 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.publisher | The Eurographics Association and Blackwell Publishing Ltd. | en_US |
dc.title | Two-Level Grids for Ray Tracing on GPUs | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
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Eurographics 2011 - Conference Papers