dc.contributor.author | Wu, Zhefeng | en_US |
dc.contributor.author | Zhao, Fukai | en_US |
dc.contributor.author | Liu, Xinguo | en_US |
dc.contributor.editor | Carsten Dachsbacher and William Mark and Jacopo Pantaleoni | en_US |
dc.date.accessioned | 2016-02-18T11:01:48Z | |
dc.date.available | 2016-02-18T11:01:48Z | |
dc.date.issued | 2011 | en_US |
dc.identifier.isbn | 978-1-4503-0896-0 | en_US |
dc.identifier.issn | 2079-8687 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1145/2018323.2018335 | en_US |
dc.description.abstract | KD-tree is one of the most efficient acceleration data structures for ray tracing. In this paper, we present a kd-tree construction algorithm that is precisely SAH-optimized and runs entirely on GPU. We construct the tree nodes in breadth-first order. In order to precisely evaluate the SAH cost, we design a parallel scheme based on the standard parallel scan primitive to count the triangle numbers for all split candidates, and a bucket-based algorithm to sort theAABBs (axis-aligned bounding box) of the clipped triangles of the child nodes. The proposed parallel algorithms can be mapped well to GPU s streaming architecture. The experiments showed that our algorithm can produce the highest quality kd-tree as the off-line CPU algorithms, but runs faster than multi-core CPU algorithms and the GPU SAH BVH-Tree algorithm. | en_US |
dc.publisher | ACM | en_US |
dc.subject | GPU | en_US |
dc.subject | KD | en_US |
dc.subject | Tree | en_US |
dc.subject | Surface Area Heuristic | en_US |
dc.subject | Ray Tracing | en_US |
dc.subject | Parallel Computing | en_US |
dc.title | SAH KD-Tree Construction on GPU | en_US |
dc.description.seriesinformation | Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics | en_US |
dc.description.sectionheaders | Acceleration Structures | en_US |
dc.identifier.doi | 10.1145/2018323.2018335 | en_US |
dc.identifier.pages | 71-78 | en_US |