J 2016

Parallel On-Demand Hierarchy Construction on Contemporary GPUs

VINKLER, Marek, Vlastimil HAVRAN, Jiří BITTNER and Jiří SOCHOR

Basic 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.