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dc.contributor.authorDomingues, Leonardo R.en_US
dc.contributor.authorPedrini, Helioen_US
dc.contributor.editorPetrik Clarberg and Elmar Eisemannen_US
dc.date.accessioned2016-01-19T10:32:31Z
dc.date.available2016-01-19T10:32:31Z
dc.date.issued2015en_US
dc.identifier.isbn978-1-4503-3707-6en_US
dc.identifier.urihttp://dx.doi.org/10.1145/2790060.2790065en_US
dc.description.abstractIn this paper, we present a new method for building high-quality bounding volume hierarchies (BVHs) on manycore systems. Our method is an extension of the current state-of-the-art on GPU BVH construction, Treelet Restructuring Bounding Volume Hierarchy (TRBVH), and consists of optimizing an already existing tree by rearranging subsets of its nodes using a bottom-up agglomerative clustering approach. We implemented our solution for the NVIDIA Kepler architecture using CUDA and tested it on 16 distinct scenes, most of which are commonly used to evaluate the performance of acceleration structures. We show that our implementation is capable of producing trees whose quality is on par with the ones generated by TRBVH for those scenes, while being about 30% faster to do so.en_US
dc.publisherACM Siggraphen_US
dc.subjectraytracingen_US
dc.subjectbounding volume hierarchiesen_US
dc.subjectGPUen_US
dc.subjectsurface area heuristicsen_US
dc.subjectacceleration structuresen_US
dc.subjecttreeletsen_US
dc.titleBounding Volume Hierarchy Optimization through Agglomerative Treelet Restructuringen_US
dc.description.seriesinformationHigh-Performance Graphicsen_US
dc.description.sectionheadersEfficient Ray Tracingen_US
dc.identifier.doi10.1145/2790060.2790065en_US
dc.identifier.pages13-20en_US


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