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Fast Parallel Construction of High-Quality Bounding Volume Hierarchies
We propose a new massively parallel algorithm for constructing high-quality bounding volume hierarchies (BVHs) for ray tracing. The algorithm is based on modifying an existing BVH to improve its quality, and executes in ...
SGRT: A Mobile GPU Architecture for Real-Time Ray Tracing
Recently, with the increasing demand for photorealistic graphics and the rapid advances in desktop CPUs/GPUs, real-time ray tracing has attracted considerable attention. Unfortunately, ray tracing in the current mobile ...
An Energy and Bandwidth Efficient Ray Tracing Architecture
We propose two hardware mechanisms to decrease energy consumption on massively parallel graphics processors for ray tracing while keeping performance high. First, we use a streaming data model and configure part of the L2 ...
On Quality Metrics of Bounding Volume Hierarchies
The surface area heuristic (SAH) is widely used as a predictor for ray tracing performance, and as a heuristic to guide the construction of spatial acceleration structures. We investigate how well SAH actually predicts ray ...