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dc.contributor.authorRoccia, Jean-Patricken_US
dc.contributor.authorPaulin, Mathiasen_US
dc.contributor.authorCoustet, Christopheen_US
dc.contributor.editorCarlos Andujar and Enrico Puppoen_US
dc.date.accessioned2013-11-08T10:28:34Z
dc.date.available2013-11-08T10:28:34Z
dc.date.issued2012en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/conf/EG2012/short/013-016en_US
dc.description.abstractWe propose an hybrid CPU-GPU ray-tracing implementation based on an optimal Kd-Tree as acceleration structure. The construction and traversal of this KD-tree takes benefit from both the CPU and the GPU to achieve high-performance ray-tracing on mainstream hardware. Our approach, flexible enough to use only a single computing unit (CPU or GPU), is able to efficiently distribute workload between CPUs and GPUs for fast KD-tree construction and traversal.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-DimensionalGraphics and Realism-Raytracingen_US
dc.titleHybrid CPU/GPU KD-Tree Construction for Versatile Ray Tracingen_US
dc.description.seriesinformationEurographics 2012 - Short Papersen_US


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