Parallel Reinsertion for Bounding Volume Hierarchy Optimization

dc.contributor.authorMeister, Danielen_US
dc.contributor.authorBittner, Jiříen_US
dc.contributor.editorGutierrez, Diego and Sheffer, Allaen_US
dc.date.accessioned2018-04-14T18:25:25Z
dc.date.available2018-04-14T18:25:25Z
dc.date.issued2018
dc.description.abstractWe present a novel highly parallel method for optimizing bounding volume hierarchies (BVH) targeting contemporary GPU architectures. The core of our method is based on the insertion-based BVH optimization that is known to achieve excellent results in terms of the SAH cost. The original algorithm is, however, inherently sequential: no efficient parallel version of the method exists, which limits its practical utility. We reformulate the algorithm while exploiting the observation that there is no need to remove the nodes from the BVH prior to finding their optimized positions in the tree. We can search for the optimized positions for all nodes in parallel while simultaneously tracking the corresponding SAH cost reduction.We update in parallel all nodes for which better position was found while efficiently handling potential conflicts during these updates. We implemented our algorithm in CUDA and evaluated the resulting BVH in the context of the GPU ray tracing. The results indicate that the method is able to achieve the best ray traversal performance among the state of the art GPU-based BVH construction methods.en_US
dc.description.number2
dc.description.sectionheadersOptimized Rendering
dc.description.seriesinformationComputer Graphics Forum
dc.description.volume37
dc.identifier.doi10.1111/cgf.13376
dc.identifier.issn1467-8659
dc.identifier.pages463-473
dc.identifier.urihttps://doi.org/10.1111/cgf.13376
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13376
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectI.3.7 [Computer Graphics]
dc.subjectRaytracing
dc.subjectI.3.5 [Computer Graphics]
dc.subjectObject Hierarchies
dc.subjectI.3.7 [Computer Graphics]
dc.subjectThree Dimensional Graphics and Realism
dc.titleParallel Reinsertion for Bounding Volume Hierarchy Optimizationen_US
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