Vinkler, MarekBittner, JiříHavran, VlastimilHapala, MichalHolly Rushmeier and Oliver Deussen2015-02-282015-02-2820131467-8659https://doi.org/10.1111/cgf.12140We present a novel method for massively parallel hierarchical scene processing on the GPU, which is based on sequential decomposition of the given hierarchical algorithm into small functional blocks. The computation is fully managed by the GPU using a specialized task pool which facilitates synchronization and communication of processing units. We present two applications of the proposed approach: construction of the bounding volume hierarchies and collision detection based on divide‐and‐conquer ray tracing. The results indicate that using our approach we achieve high utilization of the GPU even for complex hierarchical problems which pose a challenge for massive parallelization. The results indicate that using our approach we achieve high utilization of the GPU even for complex hierarchical problems which pose a challenge for massive parallelization.We present a novel method for massively parallel hierarchical scene processing on the GPU, which is based on sequential decomposition of the given hierarchical algorithm into small functional blocks. The computation is fully managed by the GPU using a specialized task pool which facilitates synchronization and communication of processing units. We present two applications of the proposed approach: construction of the bounding volume hierarchies and collision detection based on divide‐and‐conquer ray tracingparallel algorithmsCUDAacceleration data structuresray tracingBVHI.3.6 [Computer Graphics]Methodology and Techniques—Graphics data structures and data typesI.3.7 [Computer Graphics]Three‐Dimensional Graphics and Realism—Ray tracingMassively Parallel Hierarchical Scene Processing with Applications in Rendering