Maximizing Parallelism in the Construction of BVHs, Octrees, and k-d Trees
Abstract
A number of methods for constructing bounding volume hierarchies and point-based octrees on the GPU are based on the idea of ordering primitives along a space-filling curve. A major shortcoming with these methods is that they construct levels of the tree sequentially, which limits the amount of parallelism that they can achieve. We present a novel approach that improves scalability by constructing the entire tree in parallel. Our main contribution is an in-place algorithm for constructing binary radix trees, which we use as a building block for other types of trees.
BibTeX
@inproceedings {10.2312:EGGH:HPG12:033-037,
booktitle = {Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {Carsten Dachsbacher and Jacob Munkberg and Jacopo Pantaleoni},
title = {{Maximizing Parallelism in the Construction of BVHs, Octrees, and k-d Trees}},
author = {Karras, Tero},
year = {2012},
publisher = {The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-905674-41-5},
DOI = {10.2312/EGGH/HPG12/033-037}
}
booktitle = {Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {Carsten Dachsbacher and Jacob Munkberg and Jacopo Pantaleoni},
title = {{Maximizing Parallelism in the Construction of BVHs, Octrees, and k-d Trees}},
author = {Karras, Tero},
year = {2012},
publisher = {The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-905674-41-5},
DOI = {10.2312/EGGH/HPG12/033-037}
}