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dc.contributor.authorKarras, Teroen_US
dc.contributor.editorCarsten Dachsbacher and Jacob Munkberg and Jacopo Pantaleonien_US
dc.date.accessioned2013-10-28T10:23:56Z
dc.date.available2013-10-28T10:23:56Z
dc.date.issued2012en_US
dc.identifier.isbn978-3-905674-41-5en_US
dc.identifier.issn2079-8679en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/HPG12/033-037en_US
dc.description.abstractA 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.6 [Computer Graphics]: Methodology and Techniques-Graphics data structures and data typesen_US
dc.titleMaximizing Parallelism in the Construction of BVHs, Octrees, and k-d Treesen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on High Performance Graphicsen_US


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