Simpler and faster HLBVH with work queues
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
T&I engine: traversal and intersection engine for hardware accelerated ray tracing
Proceedings of the 2011 SIGGRAPH Asia Conference
Extending a C-like language for portable SIMD programming
Proceedings of the 17th ACM SIGPLAN symposium on Principles and Practice of Parallel Programming
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
A hardware unit for fast SAH-optimised BVH construction
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Efficient BVH construction via approximate agglomerative clustering
Proceedings of the 5th High-Performance Graphics Conference
Fast parallel construction of high-quality bounding volume hierarchies
Proceedings of the 5th High-Performance Graphics Conference
SGRT: a mobile GPU architecture for real-time ray tracing
Proceedings of the 5th High-Performance Graphics Conference
Real-time ray tracing on future mobile computing platform
SIGGRAPH Asia 2013 Symposium on Mobile Graphics and Interactive Applications
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We investigate how to efficiently build bounding volume hierarchies (BVHs) with surface area heuristic (SAH) on the Intel Many Integrated Core (MIC) Architecture. To achieve maximum performance, we use four key concepts: progressive 10-bit quantization to reduce cache footprint with negligible loss in BVH quality; an AoSoA data layout that allows efficient streaming and SIMD processing; high-performance SIMD kernels for binning and partitioning; and a parallelization framework with several build-specific optimizations. The resulting system is more than an order of magnitude faster than today's high-end GPU builders for comparable BVHs; it is usually faster even than spatial median builders; it can build SAH BVHs almost as fast as existing GPUs and CPUs- and CPU-based approaches can build regular grids; and in aggregate "build+render” performance is significantly faster than the best published numbers for either of these systems, be it CPU or GPU, BVH, kd-tree, or grid.