dc.contributor.author | Foley, Tim | en_US |
dc.contributor.author | Sugerman, Jeremy | en_US |
dc.contributor.editor | Michael Meissner and Bengt-Olaf Schneider | en_US |
dc.date.accessioned | 2013-10-28T10:03:36Z | |
dc.date.available | 2013-10-28T10:03:36Z | |
dc.date.issued | 2005 | en_US |
dc.identifier.isbn | 1-59593-086-8 | en_US |
dc.identifier.issn | 1727-3471 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGGH/EGGH05/015-022 | en_US |
dc.description.abstract | Modern graphics hardware architectures excel at compute-intensive tasks such as ray-triangle intersection, making them attractive target platforms for raytracing. To date, most GPU-based raytracers have relied upon uniform grid acceleration structures. In contrast, the kd-tree has gained widespread use in CPU-based raytracers and is regarded as the best general-purpose acceleration structure.We demonstrate two kd-tree traversal algorithms suitable for GPU implementation and integrate them into a streaming raytracer. We show that for scenes with many objects at different scales, our kd-tree algorithms are up to 8 times faster than a uniform grid. In addition, we identify load balancing and input data recirculation as two fundamental sources of inefficiency when raytracing on current graphics hardware. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): I.3.1 [Computer Graphics]: Graphics processors I.3.1 [Computer Graphics]: Raytracing | en_US |
dc.title | KD-Tree Acceleration Structures for a GPU Raytracer | en_US |
dc.description.seriesinformation | Graphics Hardware | en_US |