Efficiency issues for ray tracing
Journal of Graphics Tools
KD-tree acceleration structures for a GPU raytracer
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Faster Isosurface Ray Tracing Using Implicit KD-Trees
IEEE Transactions on Visualization and Computer Graphics
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
On fast Construction of SAH-based Bounding Volume Hierarchies
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Spatial splits in bounding volume hierarchies
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
Kd-Jump: a Path-Preserving Stackless Traversal for Faster Isosurface Raytracing on GPUs
IEEE Transactions on Visualization and Computer Graphics
Efficient stack-less BVH traversal for ray tracing
Proceedings of the 27th Spring Conference on Computer Graphics
An energy and bandwidth efficient ray tracing architecture
Proceedings of the 5th High-Performance Graphics Conference
Energy efficient data transmission for ray tracing on mobile computing platform
SIGGRAPH Asia 2013 Symposium on Mobile Graphics and Interactive Applications
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A ray cast algorithm utilizing a hierarchical acceleration structure needs to perform a tree traversal in the hierarchy. In its basic form, executing the traversal requires a stack that holds the nodes that are still to be processed. In some cases, such a stack can be prohibitively expensive to maintain or access, due to storage or memory bandwidth limitations. The stack can, however, be eliminated or replaced with a fixed-size buffer using so-called stackless or short stack algorithms. These require that the traversal can be restarted from root so that the already processed part of the tree is not entered again. For kd-tree ray casts, this is accomplished easily by ray shortening, but the approach does not extend to other kinds of hierarchies such as BVHs. In this paper, we introduce restart trail, a simple algorithmic method that makes restarts possible regardless of the type of hierarchy by storing one bit of data per level. This enables stackless and short stack traversal for BVH ray casts, where using a full stack or constraining the traversal order have so far been the only options.