Detailed Information on Publication Record
2016
Parallel On-Demand Hierarchy Construction on Contemporary GPUs
VINKLER, Marek, Vlastimil HAVRAN, Jiří BITTNER and Jiří SOCHORBasic information
Original name
Parallel On-Demand Hierarchy Construction on Contemporary GPUs
Authors
VINKLER, Marek (203 Czech Republic, guarantor, belonging to the institution), Vlastimil HAVRAN (203 Czech Republic), Jiří BITTNER (203 Czech Republic) and Jiří SOCHOR (203 Czech Republic, belonging to the institution)
Edition
IEEE Transactions on Visualization and Computer Graphics, USA, IEEE, 2016, 1077-2626
Other information
Language
English
Type of outcome
Článek v odborném periodiku
Field of Study
10201 Computer sciences, information science, bioinformatics
Country of publisher
United States of America
Confidentiality degree
není předmětem státního či obchodního tajemství
Impact factor
Impact factor: 2.840
RIV identification code
RIV/00216224:14330/16:00089132
Organization unit
Faculty of Informatics
UT WoS
000377475200010
Keywords in English
ray tracing; GPU; bounding volume hierarchies; kd-trees; lazy build
Tags
Tags
International impact, Reviewed
Změněno: 27/4/2017 05:44, RNDr. Pavel Šmerk, Ph.D.
Abstract
V originále
We present the first parallel on-demand spatial hierarchy construction algorithm targeting ray tracing on many-core processors such as GPUs. The method performs simultaneous ray traversal and spatial hierarchy construction focused on the parts of the data structure being traversed. The method is based on a versatile framework built around a task pool and runs entirely on the GPU. We show that the on-demand construction can improve rendering times compared to full hierarchy construction. We evaluate our method on both object (BVH) and space (kd-tree) subdivision data structures and compare them mutually. The on-demand method is particularly beneficial for rendering large scenes with high occlusion. We also present SAH kd-tree builder that outperforms previous state-of-the-art builders running on the GPU.