Fast BVH Construction on GPUs
Authors:
Top Cited Papers
- 27 March 2009
- journal article
- Published by Wiley in Computer Graphics Forum
- Vol. 28 (2) , 375-384
Abstract
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.Keywords
This publication has 21 references indexed in Scilit:
- Real-time KD-tree construction on graphics hardware2008
- Scalable Parallel Programming with CUDAQueue, 2008
- Stackless KD‐Tree Traversal for High Performance GPU Ray TracingComputer Graphics Forum, 2007
- Highly Parallel Fast KD‐tree Construction for Interactive Ray Tracing of Dynamic ScenesComputer Graphics Forum, 2007
- On fast Construction of SAH-based Bounding Volume Hierarchies2007
- Early Split Clipping for Bounding Volume Hierarchies2007
- Interactive collision detection between deformable models using chromatic decompositionACM Transactions on Graphics, 2005
- Global static indexing for real-time exploration of very large regular grids2001
- Heuristics for ray tracing using space subdivisionThe Visual Computer, 1990
- A 3-dimensional representation for fast rendering of complex scenesACM SIGGRAPH Computer Graphics, 1980