A parallel algorithm for construction of uniform grids
Proceedings of the Conference on High Performance Graphics 2009
Ray casting of multiple volumetric datasets with polyhedral boundaries on manycore GPUs
ACM SIGGRAPH Asia 2009 papers
Ray tracing dynamic scenes with shadows on GPU
EG PGV'10 Proceedings of the 10th Eurographics conference on Parallel Graphics and Visualization
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The GPUs pack high computation power and a restricted architecture into easily available hardware today. They are now used as computation co-processors and come with programming models that treat them as standard parallel architectures. We explore the problem of realtime ray casting of large deformable models (over a million triangles) on large displays (a million pixels) on an off-the-shelf GPU in this paper. Ray casting is an inherently parallel and highly compute intensive operation. We build a GPU-efficient three-dimensional data structure for this purpose and a corresponding algorithm that uses it for fast raycasting. We also present fast methods to build the data structure on the SIMD GPUs, including a fast multi-split operation. We achieve real-time ray-casting of a million triangle model onto a million pixels on current Nvidia GPUs using the CUDA model. Results are presented on the data structure building and ray casting on a number of models. The ideas presented here are likely to extend to later models and architectures of the GPU as well as to other multi-core architectures.