Automatic Creation of Object Hierarchies for Ray Tracing
IEEE Computer Graphics and Applications
GPUTeraSort: high performance graphics co-processor sorting for large database management
Proceedings of the 2006 ACM SIGMOD international conference on Management of data
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)
Scan primitives for GPU computing
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Scalable Parallel Programming with CUDA
Queue - GPU Computing
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
On fast Construction of SAH-based Bounding Volume Hierarchies
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Realtime Ray Tracing on GPU with BVH-based Packet Traversal
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Understanding the efficiency of ray traversal on GPUs
Proceedings of the Conference on High Performance Graphics 2009
Designing efficient sorting algorithms for manycore GPUs
IPDPS '09 Proceedings of the 2009 IEEE International Symposium on Parallel&Distributed Processing
Instant ray tracing: the bounding interval hierarchy
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Asynchronous BVH construction for ray tracing dynamic scenes on parallel multi-core architectures
EG PGV'07 Proceedings of the 7th Eurographics conference on Parallel Graphics and Visualization
Collision-streams: fast GPU-based collision detection for deformable models
I3D '11 Symposium on Interactive 3D Graphics and Games
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
Fast, effective BVH updates for animated scenes
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Technical Section: Visibility driven BVH build up algorithm for ray tracing
Computers and Graphics
3D rasterization: a bridge between rasterization and ray casting
Proceedings of Graphics Interface 2012
Rasterized Bounding Volume Hierarchies
Computer Graphics Forum
Geometry Presorting for Implicit Object Space Partitioning
Computer Graphics Forum
Maximizing parallelism in the construction of BVHs, octrees, and k-d trees
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
A hardware unit for fast SAH-optimised BVH construction
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
gkDtree: A group-based parallel update kd-tree for interactive ray tracing
Journal of Systems Architecture: the EUROMICRO Journal
Fast parallel construction of high-quality bounding volume hierarchies
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
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We present HLBVH and SAH-optimized HLBVH, two high performance BVH construction algorithms targeting real-time ray tracing of dynamic geometry. HLBVH provides a novel hierarchical formulation of the LBVH algorithm [LGS*09] and SAH-optimized HLBVH uses a new combination of HLBVH and the greedy surface area heuristic algorithm. These algorithms minimize work and memory bandwidth usage by extracting and exploiting coarse-grained spatial coherence already available in the input meshes. As such, they are well-suited for sorting dynamic geometry, in which the mesh to be sorted at a given time step can be defined as a transformation of a mesh that has been already sorted at the previous time step. Our algorithms always perform full resorting, unlike previous approaches based on refitting. As a result they remain efficient even during chaotic and discontinuous transformations, such as fracture or explosion.