Real-Time Collision Detection (The Morgan Kaufmann Series in Interactive 3-D Technology) (The Morgan Kaufmann Series in Interactive 3D Technology)
Understanding the efficiency of ray traversal on GPUs
Proceedings of the Conference on High Performance Graphics 2009
Revisiting sorting for GPGPU stream architectures
Proceedings of the 19th international conference on Parallel architectures and compilation techniques
HLBVH: hierarchical LBVH construction for real-time ray tracing of dynamic geometry
Proceedings of the Conference on High Performance Graphics
Data-Parallel Octrees for Surface Reconstruction
IEEE Transactions on Visualization and Computer Graphics
Simpler and faster HLBVH with work queues
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
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
On quality metrics of bounding volume hierarchies
Proceedings of the 5th High-Performance Graphics Conference
Counting and occurrence sort for GPUs using an embedded language
Proceedings of the 2nd ACM SIGPLAN workshop on Functional high-performance computing
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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.