KD-Tree Acceleration Structures for a GPU Raytracer
Tim Foley, Jeremy Sugerman
Graphics Hardware, 2005, pp. 15--22.
Abstract: Modern graphics hardware architectures excel at compute-intensive tasks such as ray-triangle intersection, making them attractive target platforms for raytracing. To date, most GPU-based raytracers have relied upon uniform grid acceleration structures. In contrast, the kd-tree has gained widespread use in CPU-based raytracers and is regarded as the best general-purpose acceleration structure.We demonstrate two kd-tree traversal algorithms suitable for GPU implementation and integrate them into a streaming raytracer. We show that for scenes with many objects at different scales, our kd-tree algorithms are up to 8 times faster than a uniform grid. In addition, we identify load balancing and input data recirculation as two fundamental sources of inefficiency when raytracing on current graphics hardware.
@inproceedings{Foley:2005:KAS,
author = {Tim Foley and Jeremy Sugerman},
title = {KD-Tree Acceleration Structures for a GPU Raytracer},
booktitle = {Graphics Hardware},
pages = {15--22},
year = {2005},
}
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