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

dc.contributor.authorShevtsov, Maximen_US
dc.contributor.authorSoupikov, Alexeien_US
dc.contributor.authorKapustin, Alexanderen_US
dc.date.accessioned2015-02-21T15:41:36Z
dc.date.available2015-02-21T15:41:36Z
dc.date.issued2007en_US
dc.description.abstractWe 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.en_US
dc.description.number3en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume26en_US
dc.identifier.doi10.1111/j.1467-8659.2007.01062.xen_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages395-404en_US
dc.identifier.urihttps://doi.org/10.1111/j.1467-8659.2007.01062.xen_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleHighly Parallel Fast KD-tree Construction for Interactive Ray Tracing of Dynamic Scenesen_US
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