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Parallel SAH k-D Tree Construction for Fast Dynamic Scene Ray Tracing

机译:用于快速动态场景光线跟踪的并行saH k-D树结构

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摘要

The k-D tree is a well-studied acceleration data structure for ray tracing. It is used to organize primitives in a scene to allow efficient execution of intersection operations between rays and the primitives. The highest quality k-D tree can be obtained using greedy cost optimization based on a surface area heuristc (SAH). While the high quality enables very fast ray tracing times, a key drawback is that the k-D tree construction time remains prohibitively expensive. This cost is unreasonable for rendering dynamic scenes for future visual computing applications on emerging multicore systems. Much work has therefore been focused on faster parallel k-D tree construction performance at the expense of approximating or ignoring SAH computation, which produces k-D trees that degrade rendering time. In this paper, we present new, faster multicore al- gorithms for building precise SAH-optimized kd-trees. Our best algorithm makes a tradeoff between worse cache performance and higher parallelism to provide up to 7X speedup on 16 cores, using two different kinds of parallelism models, without degrading tree quality and rendering time.
机译:k-D树是一种经过深入研究的用于光线跟踪的加速度数据结构。它用于组织场景中的图元,以有效执行光线和图元之间的相交操作。可以使用基于表面积启发式算法(SAH)的贪婪成本优化来获得最高质量的k-D树。虽然高质量可以实现非常快的光线追踪时间,但主要缺点是k-D树的构建时间仍然非常昂贵。对于在新兴的多核系统上为将来的视觉计算应用程序渲染动态场景而言,此成本是不合理的。因此,许多工作都集中在更快的并行k-D树构造性能上,而以近似或忽略SAH计算为代价,这会产生会降低渲染时间的k-D树。在本文中,我们提出了新的,更快的多核算法,用于构建精确的SAH优化的kd树。我们的最佳算法在较差的缓存性能和较高的并行度之间做出权衡,以使用两种不同的并行度模型在16个内核上提供高达7倍的加速,而不会降低树的质量和渲染时间。

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