Simpler and Faster HLBVH with Work Queues
dc.contributor.author | Garanzha, Kirill | en_US |
dc.contributor.author | Pantaleoni, Jacopo | en_US |
dc.contributor.author | McAllister, David | en_US |
dc.contributor.editor | Carsten Dachsbacher and William Mark and Jacopo Pantaleoni | en_US |
dc.date.accessioned | 2016-02-18T11:01:48Z | |
dc.date.available | 2016-02-18T11:01:48Z | |
dc.date.issued | 2011 | en_US |
dc.description.abstract | A recently developed algorithm called Hierachical Linear Bounding Volume Hierarchies (HLBVH) has demonstrated the feasibility of reconstructing the spatial index needed forray tracing in real-time, even in the presence of millions of fully dynamic triangles. In this work we present a simpler and faster variant of HLBVH, where all the complex bookkeepingof pre x sums, compaction and partial breadth- rst tree traversal needed for spatial partitioning has been replaced with an elegant pipeline built on top of e cient work queues and binary search. The new algorithm is both faster and more memory e cient, removing the need for temporary storage of geometry data for intermediate computations. Finally, the same pipeline has been extended to parallelize the construction of the top-level SAH optimized tree on the GPU, eliminating round-trips to the CPU, accelerating the overall construction speed by a factor of 5 to 10x. | en_US |
dc.description.sectionheaders | Acceleration Structures | en_US |
dc.description.seriesinformation | Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics | en_US |
dc.identifier.doi | 10.1145/2018323.2018333 | en_US |
dc.identifier.isbn | 978-1-4503-0896-0 | en_US |
dc.identifier.issn | 2079-8687 | en_US |
dc.identifier.pages | 59-64 | en_US |
dc.identifier.uri | https://doi.org/10.1145/2018323.2018333 | en_US |
dc.publisher | ACM | en_US |
dc.subject | I.3.2 [Graphics Systems C.2.1 | en_US |
dc.subject | C.2.4 | en_US |
dc.subject | C.3)] | en_US |
dc.subject | Stand | en_US |
dc.subject | alone systems | en_US |
dc.subject | I.3.7 [Three DimensionalGraphics and Realism] | en_US |
dc.subject | Color | en_US |
dc.subject | shading | en_US |
dc.subject | shadowing | en_US |
dc.subject | texture | en_US |
dc.subject | Raytracing | en_US |
dc.subject | ray tracing | en_US |
dc.subject | real | en_US |
dc.subject | time | en_US |
dc.subject | spatial index | en_US |
dc.title | Simpler and Faster HLBVH with Work Queues | en_US |