Bounding volume hierarchies versus kd-trees on contemporary many-core architectures

Marek Vinkler, V. Havran, Jiří Bittner
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引用次数: 14

Abstract

We present a performance comparison of bounding volume hierarchies and kd-trees for ray tracing on many-core architectures (GPUs). The comparison is focused on rendering times and traversal characteristics on the GPU using data structures that were optimized for maximum performance of tracing rays irrespective of the time needed for their build. We show that for a contemporary GPU architecture (NVIDIA Kepler) bounding volume hierarchies have higher ray tracing performance than kd-trees for simple and moderately complex scenes. Kd-trees, on the other hand, have higher performance for complex scenes, in particular for those with occlusion.
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在当代多核体系结构上,边界卷层次结构与kd树
我们提出了在多核架构(gpu)上进行光线追踪的边界体层次结构和kd树的性能比较。比较的重点是渲染时间和GPU上的遍历特征,使用优化的数据结构来最大限度地跟踪光线,而不考虑构建所需的时间。我们表明,对于当代GPU架构(NVIDIA Kepler),对于简单和中等复杂的场景,边界体层次结构比kd树具有更高的光线跟踪性能。另一方面,Kd-trees在复杂场景中具有更高的性能,特别是在有遮挡的场景中。
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