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Open AccessJournal ArticleDOI

Highly Parallel Fast KD-tree Construction for Interactive Ray Tracing of Dynamic Scenes

Maxim Shevtsov, +2 more
- 01 Sep 2007 - 
- Vol. 26, Iss: 3, pp 395-404
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.

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Citations
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Journal ArticleDOI

OptiX: a general purpose ray tracing engine

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

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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Proceedings ArticleDOI

A 3-dimensional representation for fast rendering of complex scenes

TL;DR: This paper describes a method whereby the object space is represented entirely by a hierarchical data structure consisting of bounding volumes, with no other form of representation, which allows the visible surface rendering to be performed simply and efficiently.
Journal ArticleDOI

Heuristics for ray tracing using space subdivision

TL;DR: Two heuristics for space subdivisions using bintrees are examined based on the intuition that surface area is a good estimate of intersection probability and the fact that the optimal splitting plane lies between the spatial median and the object median planes of a volume.
Journal ArticleDOI

Ray tracing deformable scenes using dynamic bounding volume hierarchies

TL;DR: A BVH-based ray tracing system using a novel integrated packet-frustum traversal scheme is shown to achieve performance for deformable models comparable to that previously available only for static models.
Proceedings ArticleDOI

On building fast kd-Trees for Ray Tracing, and on doing that in O(N log N)

TL;DR: This paper analyzes the state of the art in building good kd-trees for ray tracing, and proposes an algorithm that builds SAH kd -trees in O(N log N), the theoretical lower bound.
Journal ArticleDOI

Multi-level ray tracing algorithm

TL;DR: By amortizing the cost of partially traversing the tree for all the rays in a beam, up to an order of magnitude performance improvement can be achieved enabling interactivity for complex scenes on ordinary desktop machines.
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