“…Because most ray-tracing systems are based on acceleration data structures, such as kd-trees, bounding volume hierarchies (BVHs), and grids, these acceleration data structures should be effectively updated for dynamic scenes. Many researchers have exploited CPUs [1], [3], [4], [5], [6], [7], [8], [9], [10], [11], GPUs [12], [13], [14], [15], [16], MIC (many integrated core) [11], [17], or dedicated ray-tracing hardware [18], [19], [20] to achieve this goal.…”