Abstract | ||
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We investigate the use of two-level nested grids as acceleration structure for ray tracing of dynamic scenes. We propose a massively parallel, sort-based construction algorithm and show that the two-level grid is one of the structures that is fastest to construct on modern graphics processors. The structure handles non-uniform primitive distributions more robustly than the uniform grid and its traversal performance is comparable to those of other high quality acceleration structures used for dynamic scenes. We propose a cost model to determine the grid resolution and improve SIMD utilization during ray-triangle intersection by employing a hybrid packetization strategy. The build times and ray traversal acceleration provide overall rendering performance superior to previous approaches for real time rendering of animated scenes on GPUs. |
Year | DOI | Venue |
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2011 | 10.1111/j.1467-8659.2011.01862.x | COMPUTER GRAPHICS FORUM |
Keywords | Field | DocType |
ray tracing | Tree traversal,Ray tracing (graphics),Real-time rendering,Massively parallel,Computer science,Parallel computing,SIMD,Distributed ray tracing,Rendering (computer graphics),Grid | Journal |
Volume | Issue | ISSN |
30.0 | 2.0 | 0167-7055 |
Citations | PageRank | References |
25 | 1.08 | 12 |
Authors | ||
3 |
Name | Order | Citations | PageRank |
---|---|---|---|
Javor Kalojanov | 1 | 85 | 4.08 |
Markus Billeter | 2 | 153 | 13.30 |
Philipp Slusallek | 3 | 2420 | 231.27 |