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논문검색

Research on Parallel KD-Tree Construction for Ray Tracing

초록

영어

Many computer graphics rendering algorithms and techniques use ray tracing for generation of photo-realistic images, and kd-tree is the most popular acceleration data structure for ray tracing. In order to avoid the inefficient parallel performance of kd-tree construction based on surface area heuristic (SAH), an algorithm using Morton code and path compression was present in this paper. Instead of building a kd-tree layer-by-layer, the proposed approach can be performed in parallel from bottom of a conceptual perfect binary tree. Experimental results on GPU show that our work achieves a faster kd-tree construction procedure.

목차

Abstract
 1. Introduction
  1.1. The Present and Problems of Ray Tracing
  1.2. The Present and Problems of KD-Tree
 2. The Basic Idea of Ray Tracing
  2.1. Acceleration Structure
  2.2. Morton Code
 3. Kd-Tree Construction based on Morton Code
  3.1. The Construction of Kd-Tree based on Morton Code
  3.2. Kd-tree based on Morton Code Construction on GPU
 4. Experimental Results
  4.1 Experimental Environment
  4.2 Experimental Results and Analyses
 5. Conclusion and Future Work
 References

저자정보

  • Zhang Peicheng School of Computer Engineering and Science, Shanghai University, Shanghai, China
  • Xu Huahu Shanghai Shang Da Hai Run Information System Co., Ltd
  • Bian Minjie School of Computer Engineering and Science, Shanghai University, Shanghai, China
  • Honghao School of Computer Engineering and Science, Shanghai University, Shanghai, China / Computing Center, Shanghai University, Shanghai, P.R. China

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