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    KD-Tree Acceleration Structures for a GPU Raytracer

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    015-022.pdf (545.5Kb)
    Date
    2005
    Author
    Foley, Tim
    Sugerman, Jeremy
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    Abstract
    Modern graphics hardware architectures excel at compute-intensive tasks such as ray-triangle intersection, making them attractive target platforms for raytracing. To date, most GPU-based raytracers have relied upon uniform grid acceleration structures. In contrast, the kd-tree has gained widespread use in CPU-based raytracers and is regarded as the best general-purpose acceleration structure.We demonstrate two kd-tree traversal algorithms suitable for GPU implementation and integrate them into a streaming raytracer. We show that for scenes with many objects at different scales, our kd-tree algorithms are up to 8 times faster than a uniform grid. In addition, we identify load balancing and input data recirculation as two fundamental sources of inefficiency when raytracing on current graphics hardware.
    BibTeX
    @inproceedings {EGGH:EGGH05:015-022,
    booktitle = {Graphics Hardware},
    editor = {Michael Meissner and Bengt-Olaf Schneider},
    title = {{KD-Tree Acceleration Structures for a GPU Raytracer}},
    author = {Foley, Tim and Sugerman, Jeremy},
    year = {2005},
    publisher = {The Eurographics Association},
    ISSN = {1727-3471},
    ISBN = {1-59593-086-8},
    DOI = {10.2312/EGGH/EGGH05/015-022}
    }
    URI
    http://dx.doi.org/10.2312/EGGH/EGGH05/015-022
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