Highly Parallel Fast KD-tree Construction for Interactive Ray Tracing of Dynamic Scenes
TLDR
A highly parallel, linearly scalable technique of kd‐tree construction for ray tracing of dynamic geometry compatible with the high performing algorithms such as MLRTA or frustum tracing is presented.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.read more
Citations
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Journal ArticleDOI
OptiX: a general purpose ray tracing engine
Steven G. Parker,James Bigler,Andreas Dietrich,Heiko Friedrich,Jared Hoberock,David Luebke,David Kirk McAllister,Morgan McGuire,Keith Morley,Austin Robison,Martin Stich +10 more
TL;DR: The NVIDIA® OptiX™ ray tracing engine is a programmable system designed for NVIDIA GPUs and other highly parallel architectures that achieves high performance through a compact object model and application of several ray tracing-specific compiler optimizations.
Journal ArticleDOI
Real-time KD-tree construction on graphics hardware
TL;DR: This algorithm achieves real-time performance by exploiting the GPU's streaming architecture at all stages of kd-tree construction by developing a special strategy for large nodes at upper tree levels so as to further exploit the fine-grained parallelism of GPUs.
Journal ArticleDOI
Fast BVH Construction on GPUs
TL;DR: Preliminary results show that current GPU architectures can compete with CPU implementations of hierarchy construction running on multicore systems and can construct hierarchies of models with up to several million triangles and use them for fast ray tracing or other applications.
Journal ArticleDOI
State of the Art in Ray Tracing Animated Scenes
Ingo Wald,Ingo Wald,William R. Mark,William R. Mark,Johannes Günther,Solomon Boulos,Solomon Boulos,Thiago Ize,Thiago Ize,Warren Hunt,Steven G. Parker,Peter Shirley +11 more
TL;DR: In this article, the authors present a survey of different approaches to ray tracing animated scenes, discussing their strengths and weaknesses, and their relationship to other approaches. But, there is so far no approach that is best in all cases, and determining the best technique for a particular problem can be a challenge.
Proceedings ArticleDOI
On fast Construction of SAH-based Bounding Volume Hierarchies
TL;DR: It is argued that some of the fast, approximate construction techniques that have recently been proposed for kd-trees can also be applied to bounding volume hierarchies (BVHs), and it is demonstrated that when using those techniques, BVH's can be rebuilt up to 10times faster than competing kD-tree based techniques.
References
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