원문정보
보안공학연구지원센터(IJGDC)
International Journal of Grid and Distributed Computing
Vol.9 No.11
2016.11
pp.49-60
피인용수 : 0건 (자료제공 : 네이버학술정보)
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
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
참고문헌
자료제공 : 네이버학술정보
