Maximizing parallelism in the construction of BVHs, octrees, and k-d trees

  • Authors:
  • Tero Karras

  • Affiliations:
  • NVIDIA Research

  • Venue:
  • EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
  • Year:
  • 2012

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Abstract

A number of methods for constructing bounding volume hierarchies and point-based octrees on the GPU are based on the idea of ordering primitives along a space-filling curve. A major shortcoming with these methods is that they construct levels of the tree sequentially, which limits the amount of parallelism that they can achieve. We present a novel approach that improves scalability by constructing the entire tree in parallel. Our main contribution is an in-place algorithm for constructing binary radix trees, which we use as a building block for other types of trees.