Communications of the ACM - Special issue on parallelism
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
Implementation of a portable nested data-parallel language
PPOPP '93 Proceedings of the fourth ACM SIGPLAN symposium on Principles and practice of parallel programming
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Cilk: an efficient multithreaded runtime system
PPOPP '95 Proceedings of the fifth ACM SIGPLAN symposium on Principles and practice of parallel programming
Improved Computational Methods for Ray Tracing
ACM Transactions on Graphics (TOG)
RPU: a programmable ray processing unit for realtime ray tracing
ACM SIGGRAPH 2005 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)
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
Patterns for parallel programming
Patterns for parallel programming
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
Validity of the single processor approach to achieving large scale computing capabilities
AFIPS '67 (Spring) Proceedings of the April 18-20, 1967, spring joint computer conference
Toward a multicore architecture for real-time ray-tracing
Proceedings of the 41st annual IEEE/ACM International Symposium on Microarchitecture
On fast Construction of SAH-based Bounding Volume Hierarchies
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
An application of scalable massive model interaction using shared-memory systems
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
Implicit and dynamic trees for high performance rendering
Proceedings of Graphics Interface 2011
SAH KD-tree construction on GPU
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Internally deterministic parallel algorithms can be fast
Proceedings of the 17th ACM SIGPLAN symposium on Principles and Practice of Parallel Programming
Interactive Ray Tracing of Large Models Using Voxel Hierarchies
Computer Graphics Forum
Rasterized Bounding Volume Hierarchies
Computer Graphics Forum
Billion-particle SIMD-friendly two-point correlation on large-scale HPC cluster systems
SC '12 Proceedings of the International Conference on High Performance Computing, Networking, Storage and Analysis
gkDtree: A group-based parallel update kd-tree for interactive ray tracing
Journal of Systems Architecture: the EUROMICRO Journal
Parallel divide and conquer ray tracing
SIGGRAPH Asia 2013 Technical Briefs
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The k-D tree is a well-studied acceleration data structure for ray tracing. It is used to organize primitives in a scene to allow efficient execution of intersection operations between rays and the primitives. The highest quality k-D tree can be obtained using greedy cost optimization based on a surface area heuristc (SAH). While the high quality enables very fast ray tracing times, a key drawback is that the k-D tree construction time remains prohibitively expensive. This cost is unreasonable for rendering dynamic scenes for future visual computing applications on emerging multicore systems. Much work has therefore been focused on faster parallel k-D tree construction performance at the expense of approximating or ignoring SAH computation, which produces k-D trees that degrade rendering time. In this paper, we present two new parallel algorithms for building precise SAH-optimized k-D trees, with different tradeoffs between the total work done and parallel scalability. The algorithms achieve up to 8x speedup on 32 cores, without degrading tree quality and rendering time, yielding the best reported speedups so far for precise-SAH k-D tree construction.