Computational geometry: an introduction
Computational geometry: an introduction
Automatic Creation of Object Hierarchies for Ray Tracing
IEEE Computer Graphics and Applications
Heuristics for ray tracing using space subdivision
The Visual Computer: International Journal of Computer Graphics
Surface reconstruction from unorganized points
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Using MPI: portable parallel programming with the message-passing interface
Using MPI: portable parallel programming with the message-passing interface
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Realistic image synthesis using photon mapping
Realistic image synthesis using photon mapping
Pointshop 3D: an interactive system for point-based surface editing
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Ray tracing on programmable graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Photon mapping on programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Shape modeling with point-sampled geometry
ACM SIGGRAPH 2003 Papers
Physically Based Rendering: From Theory to Implementation
Physically Based Rendering: From Theory to Implementation
KD-tree acceleration structures for a GPU raytracer
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A realtime GPU subdivision kernel
ACM SIGGRAPH 2005 Papers
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
Ray tracing animated scenes using coherent grid traversal
ACM SIGGRAPH 2006 Papers
Fast GPU ray tracing of dynamic meshes using geometry images
GI '06 Proceedings of Graphics Interface 2006
Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
Interactive k-d tree GPU raytracing
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Real-time enveloping with rotational regression
ACM SIGGRAPH 2007 papers
Direct manipulation of subdivision surfaces on GPUs
ACM SIGGRAPH 2007 papers
Scan primitives for GPU computing
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
On fast Construction of SAH-based Bounding Volume Hierarchies
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Realtime caustics using distributed photon mapping
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Ray tracing dynamic scenes using selective restructuring
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Stack-based parallel recursion on graphics processors
Proceedings of the 14th ACM SIGPLAN symposium on Principles and practice of parallel programming
Gaussian KD-trees for fast high-dimensional filtering
ACM SIGGRAPH 2009 papers
An efficient GPU-based approach for interactive global illumination
ACM SIGGRAPH 2009 papers
Spatial splits in bounding volume hierarchies
Proceedings of the Conference on High Performance Graphics 2009
A parallel algorithm for construction of uniform grids
Proceedings of the Conference on High Performance Graphics 2009
Hardware-accelerated global illumination by image space photon mapping
Proceedings of the Conference on High Performance Graphics 2009
Selective and adaptive supersampling for real-time ray tracing
Proceedings of the Conference on High Performance Graphics 2009
Understanding the efficiency of ray traversal on GPUs
Proceedings of the Conference on High Performance Graphics 2009
Efficient stream compaction on wide SIMD many-core architectures
Proceedings of the Conference on High Performance Graphics 2009
Interactive reflection editing
ACM SIGGRAPH Asia 2009 papers
Micro-rendering for scalable, parallel final gathering
ACM SIGGRAPH Asia 2009 papers
Real-time parallel hashing on the GPU
ACM SIGGRAPH Asia 2009 papers
GPU-Accelerated Nearest Neighbor Search for 3D Registration
ICVS '09 Proceedings of the 7th International Conference on Computer Vision Systems: Computer Vision Systems
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
FreePipe: a programmable parallel rendering architecture for efficient multi-fragment effects
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Line space gathering for single scattering in large scenes
ACM SIGGRAPH 2010 papers
Micropolygon ray tracing with defocus and motion blur
ACM SIGGRAPH 2010 papers
OptiX: a general purpose ray tracing engine
ACM SIGGRAPH 2010 papers
Exploring the use of glossy light volumes for interactive global illumination
Proceedings of the 7th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
Approximate ambient occlusion for dynamic scenes using the GPU
ACM SIGGRAPH 2010 Posters
Technical Section: Parallel generation of multiple L-systems
Computers and Graphics
Real-time collision culling of a million bodies on graphics processing units
ACM SIGGRAPH Asia 2010 papers
Fast parallel surface and solid voxelization on GPUs
ACM SIGGRAPH Asia 2010 papers
3D head pose estimation and tracking using particle filtering and ICP algorithm
AMDO'10 Proceedings of the 6th international conference on Articulated motion and deformable objects
Real-time caustics in dynamic scenes with multiple directional lights
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
Technical Section: Cosine lobes for interactive direct lighting in dynamic scenes
Computers and Graphics
Parallel progressive photon mapping on GPUs
ACM SIGGRAPH ASIA 2010 Sketches
Parallel SAH k-D tree construction
Proceedings of the Conference on High Performance Graphics
HLBVH: hierarchical LBVH construction for real-time ray tracing of dynamic geometry
Proceedings of the Conference on High Performance Graphics
Real-time volume caustics with adaptive beam tracing
I3D '11 Symposium on Interactive 3D Graphics and Games
Ray casting using a roped BVH with CUDA
Proceedings of the 25th Spring Conference on Computer Graphics
Implicit and dynamic trees for high performance rendering
Proceedings of Graphics Interface 2011
Simpler and faster HLBVH with work queues
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
SAH KD-tree construction on GPU
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Razor: An architecture for dynamic multiresolution ray tracing
ACM Transactions on Graphics (TOG)
Naive ray-tracing: A divide-and-conquer approach
ACM Transactions on Graphics (TOG)
A shading reuse method for efficient micropolygon ray tracing
Proceedings of the 2011 SIGGRAPH Asia Conference
Lessons learned from exploring the backtracking paradigm on the GPU
Euro-Par'11 Proceedings of the 17th international conference on Parallel processing - Volume Part II
Speeding up large-scale geospatial polygon rasterization on GPGPUs
Proceedings of the ACM SIGSPATIAL Second International Workshop on High Performance and Distributed Geographic Information Systems
Fast GPU-based locality sensitive hashing for k-nearest neighbor computation
Proceedings of the 19th ACM SIGSPATIAL International Conference on Advances in Geographic Information Systems
The State of the Art in Interactive Global Illumination
Computer Graphics Forum
Interactive cloud rendering using temporally-coherent photon mapping
Proceedings of Graphics Interface 2012
3D rasterization: a bridge between rasterization and ray casting
Proceedings of Graphics Interface 2012
Rasterized Bounding Volume Hierarchies
Computer Graphics Forum
International Journal of High Performance Computing Applications
ManyLoDs: parallel many-view level-of-detail selection for real-time global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Importance point projection for GPU-based final gathering
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Hierarchical image-space radiosity for interactive global illumination
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Interactive global photon mapping
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
The use of precomputed triangle clusters for accelerated ray tracing in dynamic scenes
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
GPU-assisted high quality particle rendering
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Real-time concurrent linked list construction on the GPU
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Fast estimation and rendering of indirect highlights
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Multi-image based photon tracing for interactive global illumination of dynamic scenes
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
kANN on the GPU with shifted sorting
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Data-parallel hierarchical link creation for radiosity
EG PGV'09 Proceedings of the 9th Eurographics conference on Parallel Graphics and Visualization
Ray tracing dynamic scenes with shadows on GPU
EG PGV'10 Proceedings of the 10th Eurographics conference on Parallel Graphics and Visualization
Understanding the performance of concurrent data structures on graphics processors
Euro-Par'12 Proceedings of the 18th international conference on Parallel Processing
Graphics Interaction: Interactive cloud rendering using temporally coherent photon mapping
Computers and Graphics
Fast global illumination for interactive volume visualization
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Toward practical real-time photon mapping: efficient GPU density estimation
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
gkDtree: A group-based parallel update kd-tree for interactive ray tracing
Journal of Systems Architecture: the EUROMICRO Journal
Efficient divide-and-conquer ray tracing using ray sampling
Proceedings of the 5th High-Performance Graphics Conference
GPU-based out-of-core many-lights rendering
ACM Transactions on Graphics (TOG)
A micro 64-tree structure for accelerating ray tracing on a GPU
Proceedings of Graphics Interface 2013
A classification of scientific visualization algorithms for massive threading
UltraVis '13 Proceedings of the 8th International Workshop on Ultrascale Visualization
Mining effective parallelism from hidden coherence for GPU based path tracing
SIGGRAPH Asia 2013 Technical Briefs
GPU ray tracing: comparative study on ray-triangle intersection algorithms
Transactions on Computational Science XIX
International Journal of High Performance Computing Applications
Geometry-shader-based real-time voxelization and applications
The Visual Computer: International Journal of Computer Graphics
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We present an algorithm for constructing kd-trees on GPUs. This algorithm achieves real-time performance by exploiting the GPU's streaming architecture at all stages of kd-tree construction. Unlike previous parallel kd-tree algorithms, our method builds tree nodes completely in BFS (breadth-first search) order. We also develop a special strategy for large nodes at upper tree levels so as to further exploit the fine-grained parallelism of GPUs. For these nodes, we parallelize the computation over all geometric primitives instead of nodes at each level. Finally, in order to maintain kd-tree quality, we introduce novel schemes for fast evaluation of node split costs. As far as we know, ours is the first real-time kd-tree algorithm on the GPU. The kd-trees built by our algorithm are of comparable quality as those constructed by off-line CPU algorithms. In terms of speed, our algorithm is significantly faster than well-optimized single-core CPU algorithms and competitive with multi-core CPU algorithms. Our algorithm provides a general way for handling dynamic scenes on the GPU. We demonstrate the potential of our algorithm in applications involving dynamic scenes, including GPU ray tracing, interactive photon mapping, and point cloud modeling.