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dc.contributor.authorFoley, Timen_US
dc.contributor.authorSugerman, Jeremyen_US
dc.contributor.editorMichael Meissner and Bengt-Olaf Schneideren_US
dc.date.accessioned2013-10-28T10:03:36Z
dc.date.available2013-10-28T10:03:36Z
dc.date.issued2005en_US
dc.identifier.isbn1-59593-086-8en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH05/015-022en_US
dc.description.abstractModern 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.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.1 [Computer Graphics]: Graphics processors I.3.1 [Computer Graphics]: Raytracingen_US
dc.titleKD-Tree Acceleration Structures for a GPU Raytraceren_US
dc.description.seriesinformationGraphics Hardwareen_US


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