Abstract | ||
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Using the GPU to accelerate ray tracing may seem like a natural choice due to the highly parallel nature of the problem. However, determining the most versatile GPU data structure for scene storage and traversal is a challenge. In this paper, we introduce a new method for quick intersection of triangular meshes on the GPU. The method uses a threaded bounding volume hierarchy built from a geometry image, which can be efficiently traversed and constructed entirely on the GPU. This acceleration scheme is highly competitive with other GPU ray tracing methods, while allowing for both dynamic geometry and an efficient level of detail scheme at no extra cost. |
Year | Venue | Keywords |
---|---|---|
2006 | Graphics Interface 2012 | versatile gpu data structure,extra cost,dynamic geometry,gpu ray,natural choice,new method,fast gpu ray,efficient level,detail scheme,dynamic mesh,geometry image,acceleration scheme,level of detail,ray tracing,bounding volume hierarchy |
Field | DocType | ISSN |
Bounding volume hierarchy,Data structure,Tree traversal,Polygon mesh,Mesh parameterization,Ray tracing (graphics),Computer science,Level of detail,Distributed ray tracing,Geometry | Conference | 0713-5424 |
ISBN | Citations | PageRank |
1-56881-308-2 | 55 | 3.59 |
References | Authors | |
17 | 4 |
Name | Order | Citations | PageRank |
---|---|---|---|
Nathan A. Carr | 1 | 338 | 19.57 |
Jared Hoberock | 2 | 363 | 16.57 |
Keenan Crane | 3 | 586 | 29.28 |
John C. Hart | 4 | 1828 | 183.14 |