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dc.contributor.authorZeidan, Mahmouden_US
dc.contributor.authorNazmy, Taymooren_US
dc.contributor.authorAref, Mostafaen_US
dc.contributor.editorJaakko Lehtinen and Derek Nowrouzezahraien_US
dc.date.accessioned2015-06-23T05:04:18Z
dc.date.available2015-06-23T05:04:18Z
dc.date.issued2015en_US
dc.identifier.urihttp://dx.doi.org/10.2312/sre.20151165en_US
dc.description.abstractRecently the GPU has been used extensively in building indexing structures for moderately complex scenes that fit inside the GPU core. However, only few methods have been developed for constructing indexing structures for massive models larger than GPU memory. In this paper, we present an out-of-core HLBVH algorithm, a new method for constructing spatial hierarchies suitable for massive models that cannot fit into GPU device memory. A key insight of our method is how to bring and process out-of-core data blocks that do not fit into available device memory. Results show that our approach can compete with HLBVH hierarchy builder for large models on CPU. We also demonstrate the value of our algorithms in a GPU-based out-of-core path tracer that brings tree nodes and geometry into GPU core as needed, and efficiently achieve complex global illumination effects for models up to hundred million triangles.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.6 [Computer Graphics]en_US
dc.subjectMethodology and Techniquesen_US
dc.subjectGraphics data structures and data typesen_US
dc.titleGPU-based Out-of-Core HLBVH Constructionen_US
dc.description.seriesinformationEurographics Symposium on Rendering - Experimental Ideas & Implementationsen_US
dc.description.sectionheadersRay Tracingen_US
dc.identifier.doi10.2312/sre.20151165en_US
dc.identifier.pages41-50en_US


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