Parallel SAH k-D tree construction
Proceedings of the Conference on High Performance Graphics
SAH KD-tree construction on GPU
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Naive ray-tracing: A divide-and-conquer approach
ACM Transactions on Graphics (TOG)
Efficient divide-and-conquer ray tracing using ray sampling
Proceedings of the 5th High-Performance Graphics Conference
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Divide and Conquer Ray Tracing (DACRT) is a recent technique which constructs no explicit acceleration structure. It creates and traverses an implicit hierarchy in a depth-first fashion recursively and is suited for dynamic scenes that change constantly. In this paper, we present a parallel version of DACRT that runs entirely on the GPU, which exploits efficient primitives like sort and reduce. Our approach suits the GPU well, with a low memory footprint. Our implementation outperforms the serial CPU algorithm for both primary and secondary ray passes. We show good performance on primary pass and on advanced effects.