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首页> 外文期刊>IEEE transactions on visualization and computer graphics >Parallel On-Demand Hierarchy Construction on Contemporary GPUs
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Parallel On-Demand Hierarchy Construction on Contemporary GPUs

机译:当代GPU上的并行按需层次结构构建

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We present the first parallel on-demand spatial hierarchy construction algorithm targeting ray tracing on many-core processors such as GPUs. The method performs simultaneous ray traversal and spatial hierarchy construction focused on the parts of the data structure being traversed. The method is based on a versatile framework built around a task pool and runs entirely on the GPU. We show that the on-demand construction can improve rendering times compared to full hierarchy construction. We evaluate our method on both object (BVH) and space (kd-tree) subdivision data structures and compare them mutually. The on-demand method is particularly beneficial for rendering large scenes with high occlusion. We also present SAH kd-tree builder that outperforms previous state-of-the-art builders running on the GPU.
机译:我们提出了针对多核处理器(例如GPU)上的光线追踪的第一个并行按需空间层次构造算法。该方法执行同时射线遍历和空间层次结构构建,重点是遍历数据结构的各个部分。该方法基于围绕任务池构建的通用框架,并且完全在GPU上运行。我们显示,与完整层次结构相比,按需构建可以改善渲染时间。我们在对象(BVH)和空间(kd-tree)细分数据结构上评估我们的方法,并将它们相互比较。按需方法对于以高遮挡渲染大型场景特别有利。我们还展示了SAH kd-tree构建器,其性能优于在GPU上运行的最新技术。

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