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dc.contributor.authorApetrei, Ciprianen_US
dc.contributor.editorRita Borgo and Wen Tangen_US
dc.date.accessioned2014-12-15T15:53:08Z
dc.date.available2014-12-15T15:53:08Z
dc.date.issued2014en_US
dc.identifier.isbn978-3-905674-70-5en_US
dc.identifier.urihttp://dx.doi.org/10.2312/cgvc.20141206en_US
dc.description.abstractThis paper continues the long-standing tradition of gradually improving the construction speed of spatial acceleration structures using sorted Morton codes. Previous work on this topic forms a clear sequence where each new paper sheds more light on the nature of the problem and improves the hierarchy generation phase in terms of performance, simplicity, parallelism and generality. Previous approaches constructed the tree by firstly generating the hierarchy and then calculating the bounding boxes of each node by using a bottom-up traversal. Continuing the work, we present an improvement by providing a bottom-up method that finds each node's parent while assigning bounding boxes, thus constructing the tree in linear time in a single kernel launch. Also, our method allows clustering the sorted points using an user-defined distance metric function.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS)en_US
dc.subjectI.3.6 [Computer Graphics]en_US
dc.subjectMethodology and Techniquesen_US
dc.subjectGraphics data structures and data typesen_US
dc.titleFast and Simple Agglomerative LBVH Constructionen_US
dc.description.seriesinformationComputer Graphics and Visual Computing (CGVC)en_US


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