KD-Tree Acceleration Structures for a GPU Raytracer

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Date
2005
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
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.
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@inproceedings{
:10.2312/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
} }
Citation