Bounding Volume Hierarchies versus Kd-trees on Contemporary Many-Core Architectures

Varování

Publikace nespadá pod Filozofickou fakultu, ale pod Fakultu informatiky. Oficiální stránka publikace je na webu muni.cz.
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VINKLER Marek HAVRAN Vlastimil BITTNER Jiří

Rok publikování 2014
Druh Článek ve sborníku
Konference Proceedings of the 30th Spring Conference on Computer Graphics
Fakulta / Pracoviště MU

Fakulta informatiky

Citace
www http://www.fi.muni.cz/~xvinkl/publications.html
Doi http://dx.doi.org/10.1145/2643188.2643196
Obor Informatika
Klíčová slova bounding volume hierarchy; kd-tree; performance study; ray tracing
Popis We present a performance comparison of bounding volume hierarchies and kd-trees for ray tracing on many-core architectures (GPUs). The comparison is focused on rendering times and traversal characteristics on the GPU using data structures that were optimized for maximum performance of tracing rays irrespective of the time needed for their build. We show that for a contemporary GPU architecture (NVIDIA Kepler) bounding volume hierarchies have higher ray tracing performance than kd-trees for simple and moderately complex scenes. Kd-trees, on the other hand, have higher performance for complex scenes, in particular for those with occlusion.
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