Parallel On-Demand Hierarchy Construction on Contemporary GPUs
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F68407700%3A21230%2F15%3A00233088" target="_blank" >RIV/68407700:21230/15:00233088 - isvavai.cz</a>
Výsledek na webu
<a href="http://doi.ieeecomputersociety.org/10.1109/TVCG.2015.2465898" target="_blank" >http://doi.ieeecomputersociety.org/10.1109/TVCG.2015.2465898</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1109/TVCG.2015.2465898" target="_blank" >10.1109/TVCG.2015.2465898</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Parallel On-Demand Hierarchy Construction on Contemporary GPUs
Popis výsledku v původním jazyce
We present the first parallel on-demand spatial hierarchy construction algorithm targeting ray tracing on many-core processors such as GPUs. The method performs simultaneous ray traversal and spatial hierarchy construction focused on the parts of the data structure being traversed. The method is based on a versatile framework built around a task pool and runs entirely on the GPU. We show that the on-demand construction can improve rendering times compared to full hierarchy construction. We evaluate ourmethod on both object (BVH) and space (kd-tree) subdivision data structures and compare them mutually. The on-demand method is particularly beneficial for rendering large scenes with high occlusion. We also present SAH kd-tree builder that outperforms previous state-of-the-art builders running on the GPU.
Název v anglickém jazyce
Parallel On-Demand Hierarchy Construction on Contemporary GPUs
Popis výsledku anglicky
We present the first parallel on-demand spatial hierarchy construction algorithm targeting ray tracing on many-core processors such as GPUs. The method performs simultaneous ray traversal and spatial hierarchy construction focused on the parts of the data structure being traversed. The method is based on a versatile framework built around a task pool and runs entirely on the GPU. We show that the on-demand construction can improve rendering times compared to full hierarchy construction. We evaluate ourmethod on both object (BVH) and space (kd-tree) subdivision data structures and compare them mutually. The on-demand method is particularly beneficial for rendering large scenes with high occlusion. We also present SAH kd-tree builder that outperforms previous state-of-the-art builders running on the GPU.
Klasifikace
Druh
O - Ostatní výsledky
CEP obor
IN - Informatika
OECD FORD obor
—
Návaznosti výsledku
Projekt
<a href="/cs/project/GAP202%2F12%2F2413" target="_blank" >GAP202/12/2413: Optimální algoritmy pro syntézu obrazu</a><br>
Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2015
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů