Highly Parallel Fast KD-tree Construction for Interactive Ray Tracing of Dynamic Scenes

We present a highly parallel, linearly scalable technique of kd‐tree construction for ray tracing of dynamic geometry. We use conventional kd‐tree compatible with the high performing algorithms such as MLRTA or frustum tracing. Proposed technique offers exceptional construction speed maintaining rea...

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Veröffentlicht in:Computer graphics forum 2007-09, Vol.26 (3), p.395-404
Hauptverfasser: Shevtsov, Maxim, Soupikov, Alexei, Kapustin, Alexander
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creator Shevtsov, Maxim
Soupikov, Alexei
Kapustin, Alexander
description We present a highly parallel, linearly scalable technique of kd‐tree construction for ray tracing of dynamic geometry. We use conventional kd‐tree compatible with the high performing algorithms such as MLRTA or frustum tracing. Proposed technique offers exceptional construction speed maintaining reasonable kd‐tree quality for rendering stage. The algorithm builds a kd‐tree from scratch each frame, thus prior knowledge of motion /deformation or motion constraints are not required. We achieve nearly real‐time performance of 7‐12 FPS for models with 200K of dynamic triangles at 1024x1024 resolution with shadows and textures.
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source Business Source Complete; Wiley Blackwell Single Titles
subjects Algorithms
Color
Computer graphics
I.3.1 [Hardware Architecture]: Parallel processing
I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism: Ray tracing
I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism: Ray tracing
Color
Shading
Shadowing and texture
Shading
Shadowing and texture
Studies
title Highly Parallel Fast KD-tree Construction for Interactive Ray Tracing of Dynamic Scenes
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