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dc.contributor.authorBinder, Nikolausen_US
dc.contributor.authorKeller, Alexanderen_US
dc.contributor.editorUlf Assarsson and Warren Hunten_US
dc.date.accessioned2016-06-17T14:07:14Z
dc.date.available2016-06-17T14:07:14Z
dc.date.issued2016en_US
dc.identifier.isbn978-3-03868-008-6en_US
dc.identifier.issn2079-8679en_US
dc.identifier.urihttp://dx.doi.org/10.2312/hpg.20161191en_US
dc.description.abstractThe fastest acceleration schemes for ray tracing rely on traversing a bounding volume hierarchy (BVH) for efficient culling and use backtracking, which in the worst case may expose cost proportional to the depth of the hierarchy in either time or state memory. We show that the next node in such a traversal actually can be determined in constant time and state memory. In fact, our newly proposed parallel software implementation requires only a few modifications of existing traversal methods and outperforms the fastest stack-based algorithms on GPUs. In addition, it reduces memory access during traversal, making it a very attractive building block for ray tracing hardware.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.3 [Computer Graphics]en_US
dc.subjectPicture/Image Generationen_US
dc.subjectRay Tracingen_US
dc.titleEfficient Stackless Hierarchy Traversal on GPUs with Backtracking in Constant Timeen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on High Performance Graphicsen_US
dc.description.sectionheadersBetter BVHsen_US
dc.identifier.doi10.2312/hpg.20161191en_US
dc.identifier.pages41-50en_US


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