2015
DOI: 10.1109/tvcg.2014.2371855
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HART: A Hybrid Architecture for Ray Tracing Animated Scenes

Abstract: We present a hybrid architecture, inspired by asynchronous BVH construction [1], for ray tracing animated scenes. Our hybrid architecture utilizes heterogeneous hardware resources: dedicated ray-tracing hardware for BVH updates and ray traversal and a CPU for BVH reconstruction. We also present a traversal scheme using a primitive's axis-aligned bounding box (PrimAABB). This scheme reduces ray-primitive intersection tests by reusing existing BVH traversal units and the primAABB data for tree updates; it enable… Show more

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Cited by 15 publications
(7 citation statements)
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“…Aside from BVH construction, other notable works include the HART mobile ray tracing GPU [NKP ∗ 15], which features a hardware accelerated BVH refit unit, while relying on a CPU for the initial construction of the BVH. Woop included a HW refitting unit for B‐KD trees in the DRPU architecture [Woo06].…”
Section: Constructionmentioning
confidence: 99%
“…Aside from BVH construction, other notable works include the HART mobile ray tracing GPU [NKP ∗ 15], which features a hardware accelerated BVH refit unit, while relying on a CPU for the initial construction of the BVH. Woop included a HW refitting unit for B‐KD trees in the DRPU architecture [Woo06].…”
Section: Constructionmentioning
confidence: 99%
“…Later, Viitanen et al presented two faster BVH construction architectures named MergeTree [35] and PLOCTree [36], which are based on the newer BVH construction algorithms (HLBVH [37] and PLOC [38]). Second, HART [16] is a heterogeneous system for hardware-accelerated BVH refitting and CPU-based BVH construction. This is possible by extending the asynchronous BVH construction [17].…”
Section: Related Work and Backgroundmentioning
confidence: 99%
“…First, the AS, such as a kd-tree or bounding volume hierarchy (BVH), is essential for ray-tracing acceleration [14], [15]. Second, for dynamic scenes, the AS should be re-built or be asynchronously built at every frame [16], [17]. Third, because a tree build algorithm based on the SAH (surface area heuristic) has an N log N complexity and is recursive, it is normally difficult to achieve scalable performance improvement via parallelization [18], [19].…”
Section: Introductionmentioning
confidence: 99%
“…Tree quality can be adjusted in many ways [19], including setting a tree's depth to a certain value, establishing the volume of each leaf node by using the max primitive number, and changing the K T , K I values in (1) [6]. The present research adopted the adjustment of the max primitive number, which is a universal method.…”
Section: A the Proposed Algorithmmentioning
confidence: 99%
“…Although waiting is not necessary under asynchronous operation, the slowing down of treebuilding owing to a given scene potentially diminishes tree quality; if scene topology changes, a rebuild is needed, which may result in waiting time [5]. The cost of tree-building and the resulting waiting time can be reduced through the construction of a shallow tree using axis-aligned bounding boxes (AABBs) of each primitive [6]. However, this method involves the use of fixed tree-building parameters, which in the end can cause waiting time depending on the scene being rendered.…”
Section: Introductionmentioning
confidence: 99%