Massively Parallel Hierarchical Scene Processing with Applications in Rendering
dc.contributor.author | Vinkler, Marek | en_US |
dc.contributor.author | Bittner, Jiří | en_US |
dc.contributor.author | Havran, Vlastimil | en_US |
dc.contributor.author | Hapala, Michal | en_US |
dc.contributor.editor | Holly Rushmeier and Oliver Deussen | en_US |
dc.date.accessioned | 2015-02-28T16:16:19Z | |
dc.date.available | 2015-02-28T16:16:19Z | |
dc.date.issued | 2013 | en_US |
dc.description.abstract | We present a novel method for massively parallel hierarchical scene processing on the GPU, which is based on sequential decomposition of the given hierarchical algorithm into small functional blocks. The computation is fully managed by the GPU using a specialized task pool which facilitates synchronization and communication of processing units. We present two applications of the proposed approach: construction of the bounding volume hierarchies and collision detection based on divide‐and‐conquer ray tracing. The results indicate that using our approach we achieve high utilization of the GPU even for complex hierarchical problems which pose a challenge for massive parallelization. The results indicate that using our approach we achieve high utilization of the GPU even for complex hierarchical problems which pose a challenge for massive parallelization.We present a novel method for massively parallel hierarchical scene processing on the GPU, which is based on sequential decomposition of the given hierarchical algorithm into small functional blocks. The computation is fully managed by the GPU using a specialized task pool which facilitates synchronization and communication of processing units. We present two applications of the proposed approach: construction of the bounding volume hierarchies and collision detection based on divide‐and‐conquer ray tracing | en_US |
dc.description.number | 8 | |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 32 | |
dc.identifier.doi | 10.1111/cgf.12140 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | https://doi.org/10.1111/cgf.12140 | en_US |
dc.publisher | The Eurographics Association and Blackwell Publishing Ltd. | en_US |
dc.subject | parallel algorithms | en_US |
dc.subject | CUDA | en_US |
dc.subject | acceleration data structures | en_US |
dc.subject | ray tracing | en_US |
dc.subject | BVH | en_US |
dc.subject | I.3.6 [Computer Graphics] | en_US |
dc.subject | Methodology and Techniques—Graphics data structures and data types | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three‐Dimensional Graphics and Realism—Ray tracing | en_US |
dc.title | Massively Parallel Hierarchical Scene Processing with Applications in Rendering | en_US |