Highly Parallel Fast KD-tree Construction for Interactive Ray Tracing of Dynamic Scenes
dc.contributor.author | Shevtsov, Maxim | en_US |
dc.contributor.author | Soupikov, Alexei | en_US |
dc.contributor.author | Kapustin, Alexander | en_US |
dc.date.accessioned | 2015-02-21T15:41:36Z | |
dc.date.available | 2015-02-21T15:41:36Z | |
dc.date.issued | 2007 | en_US |
dc.description.abstract | We present a highly parallel, linearly scalable technique of kd-tree construction for ray tracing of dynamic geometry. We use conventional kd-tree compatible with the high performing algorithms such as MLRTA or frustum tracing. Proposed technique offers exceptional construction speed maintaining reasonable kd-tree quality for rendering stage. The algorithm builds a kd-tree from scratch each frame, thus prior knowledge of motion /deformation or motion constraints are not required. We achieve nearly real-time performance of 7-12 FPS for models with 200K of dynamic triangles at 1024x1024 resolution with shadows and textures. | en_US |
dc.description.number | 3 | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 26 | en_US |
dc.identifier.doi | 10.1111/j.1467-8659.2007.01062.x | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.pages | 395-404 | en_US |
dc.identifier.uri | https://doi.org/10.1111/j.1467-8659.2007.01062.x | en_US |
dc.publisher | The Eurographics Association and Blackwell Publishing Ltd | en_US |
dc.title | Highly Parallel Fast KD-tree Construction for Interactive Ray Tracing of Dynamic Scenes | en_US |