Proceedings of the Conference on High Performance Graphics 2009 2009
DOI: 10.1145/1572769.1572773
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A parallel algorithm for construction of uniform grids

Abstract: We present a fast, parallel GPU algorithm for construction of uniform grids for ray tracing, which we implement in CUDA. The algorithm performance does not depend on the primitive distribution, because we reduce the problem to sorting pairs of primitives and cell indices. Our implementation is able to take full advantage of the parallel architecture of the GPU, and construction speed is faster than CPU algorithms running on multiple cores. Its scalability and robustness make it superior to alternative approach… Show more

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Cited by 60 publications
(48 citation statements)
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“…Their approach was sensitive to triangles distributions spanning arbitrary number of voxels. Kalojanov and Slusallek [11] solved this problem on uniform grids and also used an appropriate grid resolution to improve the quality. Our method uses perspective grids and uniform grids, incorporating ideas to make them insensitive to triangle distribution.…”
Section: Background and Previous Workmentioning
confidence: 99%
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“…Their approach was sensitive to triangles distributions spanning arbitrary number of voxels. Kalojanov and Slusallek [11] solved this problem on uniform grids and also used an appropriate grid resolution to improve the quality. Our method uses perspective grids and uniform grids, incorporating ideas to make them insensitive to triangle distribution.…”
Section: Background and Previous Workmentioning
confidence: 99%
“…On the GPU, grids have been constructed as both uniform grids [11] and perspective grids [3]. Unlike BVH or Kd-tree, grids do not possess hierarchy and therefore do not have the tree property which is extremely useful in eliminating triangles before the actual intersection checking.…”
Section: Grid Data Structurementioning
confidence: 99%
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“…Após calcular a equação da reta de interseção para cada uma das faces do elemento, calculamos o ponto mais próximo do fragmento em cada uma das retas. O ponto da reta mais próximo ao fragmentoé calculado como: (3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(16)(17)(18)(19) onde b ié a coordenada baricêntrica de p m em relação ao vértice i do triângulo e v rié a coordenada do vértice i no espaço da superfície renderizada.…”
Section: Triângulounclassified
“…Por essa razão, optamos por usar uma grade uniforme. Nossa implementação de grade uniforme foi baseada na estrutura apresentada em (13,11,12), onde cada célula da grade possui uma lista das primitivas gráficas que se sobrepõem a célula e toda estruturaé armazenada de maneira compacta na forma de dois vetores de dados. Este trabalho implementa ainda duas variações desta estrutura, uma grade hierárquica de dois níveis e uma grade de centróides, ambas armazenadas da mesma maneira compacta.…”
Section: Introductionunclassified