Automatic Creation of Object Hierarchies for Ray Tracing
IEEE Computer Graphics and Applications
Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
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
Early Split Clipping for Bounding Volume Hierarchies
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
A parallel algorithm for construction of uniform grids
Proceedings of the Conference on High Performance Graphics 2009
HLBVH: hierarchical LBVH construction for real-time ray tracing of dynamic geometry
Proceedings of the Conference on High Performance Graphics
Fast Construction of SAH BVHs on the Intel Many Integrated Core (MIC) Architecture
IEEE Transactions on Visualization and Computer Graphics
Instant ray tracing: the bounding interval hierarchy
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
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
Fast parallel construction of high-quality bounding volume hierarchies
Proceedings of the 5th High-Performance Graphics Conference
Efficient divide-and-conquer ray tracing using ray sampling
Proceedings of the 5th High-Performance Graphics Conference
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A recently developed algorithm called Hierachical Linear Bounding Volume Hierarchies (HLBVH) has demonstrated the feasibility of reconstructing the spatial index needed for ray tracing in real-time, even in the presence of millions of fully dynamic triangles. In this work we present a simpler and faster variant of HLBVH, where all the complex book-keeping of prefix sums, compaction and partial breadth-first tree traversal needed for spatial partitioning has been replaced with an elegant pipeline built on top of efficient work queues and binary search. The new algorithm is both faster and more memory efficient, removing the need for temporary storage of geometry data for intermediate computations. Finally, the same pipeline has been extended to parallelize the construction of the top-level SAH optimized tree on the GPU, eliminating round-trips to the CPU, accelerating the overall construction speed by a factor of 5 to 10x.