Parallel Reinsertion for Bounding Volume Hierarchy Optimization
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F68407700%3A21230%2F18%3A00321628" target="_blank" >RIV/68407700:21230/18:00321628 - isvavai.cz</a>
Výsledek na webu
<a href="https://onlinelibrary.wiley.com/doi/10.1111/cgf.13376" target="_blank" >https://onlinelibrary.wiley.com/doi/10.1111/cgf.13376</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1111/cgf.13376" target="_blank" >10.1111/cgf.13376</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Parallel Reinsertion for Bounding Volume Hierarchy Optimization
Popis výsledku v původním jazyce
We present a novel highly parallel method for optimizing bounding volume hierarchies (BVH) targeting contemporary GPU architectures. The core of our method is based on the insertion-based BVH optimization that is known to achieve excellent results in terms of the SAH cost. The original algorithm is, however, inherently sequential: no efficient parallel version of the method exists, which limits its practical utility. We reformulate the algorithm while exploiting the observation that there is no need to remove the nodes from the BVH prior to finding their optimized positions in the tree. We can search for the optimized positions for all nodes in parallel while simultaneously tracking the corresponding SAH cost reduction. We update in parallel all nodes for which better position was found while efficiently handling potential conflicts during these updates. We implemented our algorithm in CUDA and evaluated the resulting BVH in the context of the GPU ray tracing. The results indicate that the method is able to achieve the best ray traversal performance among the state of the art GPU-based BVH construction methods.
Název v anglickém jazyce
Parallel Reinsertion for Bounding Volume Hierarchy Optimization
Popis výsledku anglicky
We present a novel highly parallel method for optimizing bounding volume hierarchies (BVH) targeting contemporary GPU architectures. The core of our method is based on the insertion-based BVH optimization that is known to achieve excellent results in terms of the SAH cost. The original algorithm is, however, inherently sequential: no efficient parallel version of the method exists, which limits its practical utility. We reformulate the algorithm while exploiting the observation that there is no need to remove the nodes from the BVH prior to finding their optimized positions in the tree. We can search for the optimized positions for all nodes in parallel while simultaneously tracking the corresponding SAH cost reduction. We update in parallel all nodes for which better position was found while efficiently handling potential conflicts during these updates. We implemented our algorithm in CUDA and evaluated the resulting BVH in the context of the GPU ray tracing. The results indicate that the method is able to achieve the best ray traversal performance among the state of the art GPU-based BVH construction methods.
Klasifikace
Druh
J<sub>imp</sub> - Článek v periodiku v databázi Web of Science
CEP obor
—
OECD FORD obor
20202 - Communication engineering and systems
Návaznosti výsledku
Projekt
<a href="/cs/project/GA18-20374S" target="_blank" >GA18-20374S: Interaktivní zobrazování s distribuovaným výpočtem osvětlení</a><br>
Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2018
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
COMPUTER GRAPHICS FORUM
ISSN
0167-7055
e-ISSN
1467-8659
Svazek periodika
37
Číslo periodika v rámci svazku
2
Stát vydavatele periodika
US - Spojené státy americké
Počet stran výsledku
11
Strana od-do
463-473
Kód UT WoS článku
000434085600041
EID výsledku v databázi Scopus
2-s2.0-85051814422