2015
DOI: 10.1111/cgf.12776
|View full text |Cite
|
Sign up to set email alerts
|

Performance Comparison of Bounding Volume Hierarchies and Kd‐Trees for GPU Ray Tracing

Abstract: We present a performance comparison of bounding volume hierarchies and kd-trees for ray tracing on many-core architectures (GPUs). The comparison is focused on rendering times and traversal characteristics on the GPU using data structures that were optimized for very high performance of tracing rays. To achieve low rendering times, we extensively examine the constants used in termination criteria for the two data structures. We show that for a contemporary GPU architecture (NVIDIA Kepler) bounding volume hiera… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
8
0

Year Published

2018
2018
2022
2022

Publication Types

Select...
8
1

Relationship

1
8

Authors

Journals

citations
Cited by 13 publications
(8 citation statements)
references
References 27 publications
0
8
0
Order By: Relevance
“…One of the optimizations that deserves a separate discussion regards the use of voxeling [21,22]. During an iteration of the ray tracing algorithm, it is necessary to search for all the intersections between a ray and object surfaces.…”
Section: Further Optimizationsmentioning
confidence: 99%
“…One of the optimizations that deserves a separate discussion regards the use of voxeling [21,22]. During an iteration of the ray tracing algorithm, it is necessary to search for all the intersections between a ray and object surfaces.…”
Section: Further Optimizationsmentioning
confidence: 99%
“…There is much recent work on applying GPUs to collision detection utilising the latest shader model features or frameworks such as CUDA, often concerned with the application of acceleration structures, c.f. [Chitalu et al 2018;Dos Santos et al 2014;Vinkler et al 2016]. However, the application of GPUs to collision detection began before introduction of general purpose compute features.…”
Section: Collision Detectionmentioning
confidence: 99%
“…Many works use GPUs to accelerate BVH construction [12], [14] and traversal [53]. We base our implementation on Lauterbach et al [15] and Tang et al [16], as these are concerned with deformable objects.…”
Section: Bounding Volume Hierarchiesmentioning
confidence: 99%