基于交互式gpu的八叉树生成和遍历

Chen Wei, J. Gain, P. Marais
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引用次数: 1

摘要

kr格尔和韦斯特曼[2003]提出的基于gpu的光线投射是一种有效的体绘制方法。遗憾的是,传统的使用空间划分的空白空间跳过(ESS)方法,通过在体积的空白部分剔除光线表面相交测试来加速光线投射,不适合GPU架构。通常需要CPU来生成和解析树,以及从CPU到GPU的数据传输。这种基于cpu的预处理非常耗时,其结果是空间树结构总是应用于静态数据集。
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Interactive GPU-based octree generation and traversal
GPU-based ray casting, as introduced by Krüger and Westermann [2003], is an effective method for volumetric rendering. Unfortunately, conventional methods of Empty Space Skipping (ESS) using spatial partitioning, which accelerate ray casting by culling ray-surface intersection tests in empty parts of the volume, do not align well with GPU architectures. CPUs are usually required for tree generation and parsing, as well as the data transfer from CPU to GPU. Such CPU-based pre-processing is time-consuming, with the result that spatial tree structures are invariably applied to static datasets.
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