Automatic Creation of Object Hierarchies for Ray Tracing
IEEE Computer Graphics and Applications
Space subdivision for fast ray tracing
Tutorial: computer graphics; image synthesis
A Sorting Classification of Parallel Rendering
IEEE Computer Graphics and Applications
Faster Ray Tracing Using Adaptive Grids
IEEE Computer Graphics and Applications
KD-tree acceleration structures for a GPU raytracer
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
Ray tracing animated scenes using coherent grid traversal
ACM SIGGRAPH 2006 Papers
ACM SIGGRAPH 2006 Papers
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
Ray tracing dynamic scenes using selective restructuring
ACM SIGGRAPH 2007 sketches
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
A Study of Restricted BSP Trees for Ray Tracing
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
A parallel algorithm for construction of uniform grids
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
Real-time parallel hashing on the GPU
ACM SIGGRAPH Asia 2009 papers
Kd-Jump: a Path-Preserving Stackless Traversal for Faster Isosurface Raytracing on GPUs
IEEE Transactions on Visualization and Computer Graphics
Parallel SAH k-D tree construction
Proceedings of the Conference on High Performance Graphics
Data-Parallel Octrees for Surface Reconstruction
IEEE Transactions on Visualization and Computer Graphics
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
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Recent advances in GPU architecture and programmability have enabled the computation of ray casted or ray traced images at interactive frame rates. However, the rapid performance gains of the hardware cannot by themselves address the challenge posed by the steady growth in the geometric and temporal complexity of computer graphics datasets. In this paper we present a novel versatile tree data structure that can accommodate both sparse and dense data sets and is more memory efficient than state-of-the-art representations. A key feature of our data structure for rendering applications is that it fully supports efficient, parallel building. As a result, our implicit tree representation significantly outperforms existing techniques in the rendering of time-varying scenes. We show how this data structure can be extended to encode other classic representations such as BSP-trees and we discuss the high-performance implementation of our general approach on the GPU.