Maximizing parallelism in the construction of BVHs, octrees, and k-d trees

Tero Karras
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引用次数: 205

Abstract

A number of methods for constructing bounding volume hierarchies and point-based octrees on the GPU are based on the idea of ordering primitives along a space-filling curve. A major shortcoming with these methods is that they construct levels of the tree sequentially, which limits the amount of parallelism that they can achieve. We present a novel approach that improves scalability by constructing the entire tree in parallel. Our main contribution is an in-place algorithm for constructing binary radix trees, which we use as a building block for other types of trees.
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在构造bvh、八叉树和k-d树时最大化并行性
在GPU上构造边界体层次结构和基于点的八叉树的许多方法都是基于沿着空间填充曲线排序原语的思想。这些方法的一个主要缺点是它们按顺序构建树的层次,这限制了它们可以实现的并行性。我们提出了一种新的方法,通过并行构建整个树来提高可伸缩性。我们的主要贡献是用于构造二叉基树的就地算法,我们将其用作其他类型树的构建块。
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Algorithm and VLSI architecture for real-time 1080p60 video retargeting Maximizing parallelism in the construction of BVHs, octrees, and k-d trees kANN on the GPU with shifted sorting Reducing aliasing artifacts through resampling Design and novel uses of higher-dimensional rasterization
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