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Fast BVH Construction on GPUs

机译:在GPU上快速构建BVH

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摘要

We present two novel parallel algorithms for rapidly constructing bounding volume hierarchies on manycore GPUs. The first uses a linear ordering derived from spatial Morton codes to build hierarchies extremely quickly and with high parallel scalability. The second is a top-down approach that uses the surface area heuristic (SAH) to build hierarchies optimized for fast ray tracing. Both algorithms are combined into a hybrid algorithm that removes existing bottlenecks in the algorithm for GPU construction performance and scalability leading to significantly decreased build time. The resulting hierarchies are close in to optimized SAH hierarchies, but the construction process is substantially faster, leading to a significant net benefit when both construction and traversal cost are accounted for. Our preliminary results show that current GPU architectures can compete with CPU implementations of hierarchy construction running on multicore systems. In practice, we can construct hierarchies of models with up to several million triangles and use them for fast ray tracing or other applications.
机译:我们提出了两种新颖的并行算法,用于在多核GPU上快速构建边界体积层次结构。第一种使用从空间Morton码派生的线性排序来极快地构建具有高并行可伸缩性的层次结构。第二种是自顶向下的方法,该方法使用表面积启发式(SAH)来构建针对快速射线跟踪进行优化的层次结构。两种算法都组合成一个混合算法,该算法消除了该算法中现有的瓶颈,可提高GPU的构建性能和可扩展性,从而显着减少构建时间。生成的层次结构与优化的SAH层次结构非常接近,但是构建过程要快得多,因此在考虑了构建成本和遍历成本的情况下会带来可观的净收益。我们的初步结果表明,当前的GPU架构可以与在多核系统上运行的层次结构的CPU实现竞争。实际上,我们可以构造具有多达数百万个三角形的模型层次结构,并将其用于快速射线追踪或其他应用程序。

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