2006 IEEE Symposium on Interactive Ray Tracing 2006
DOI: 10.1109/rt.2006.280219
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Experiences with Streaming Construction of SAH KD-Trees

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Cited by 72 publications
(75 citation statements)
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“…As an acceleration structure, it has been used in a variety of graphics applications, including triangle culling for ray-triangle intersection tests in ray tracing, nearest photon queries in photon mapping, and nearest neighbor search in point cloud modeling and particle-based fluid simulation. Due to its fundamental importance in graphics, fast kd-tree construction has been a subject of much interest in recent years, with several CPU algorithms proposed [Popov et al 2006;Hunt et al 2006;Shevtsov et al 2007]. However, real-time construction of kd-trees on the GPU remains an unsolved problem.…”
Section: Introductionmentioning
confidence: 99%
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“…As an acceleration structure, it has been used in a variety of graphics applications, including triangle culling for ray-triangle intersection tests in ray tracing, nearest photon queries in photon mapping, and nearest neighbor search in point cloud modeling and particle-based fluid simulation. Due to its fundamental importance in graphics, fast kd-tree construction has been a subject of much interest in recent years, with several CPU algorithms proposed [Popov et al 2006;Hunt et al 2006;Shevtsov et al 2007]. However, real-time construction of kd-trees on the GPU remains an unsolved problem.…”
Section: Introductionmentioning
confidence: 99%
“…Specifically, our algorithm builds tree nodes in BFS (breadth-first search) order to fully exploit the fine-grained parallelism of modern GPUs at all stages of kd-tree construction. This is an important feature that distinguishes our work from previous parallel kd-tree algorithms including [Popov et al 2006;Shevtsov et al 2007], which resort to DFS (depth-first search) for nodes near the bottom of the kd-tree. Our algorithm builds kd-trees of comparable quality as those constructed by off-line CPU algorithms.…”
Section: Introductionmentioning
confidence: 99%
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“…A common way to partition a kD-tree node is to consider split plane candidates at the AABB boundaries of all references in the node. Because this full SAH approach is expensive, binning [Hunt et al 2006;Popov et al 2006;Shevtsov et al 2007] is commonly used to speed up kDtree construction. With binning, split planes are considered only at a fixed number of equidistant positions within the node AABB.…”
Section: Chopped Binningmentioning
confidence: 99%
“…For each such potential node, we can-using standard binning techniques in the spirit of [8,17]-determine if there is any good split for this node. Starting with a single node that contains all triangles, we can then greedily split the node with the biggest surface area until either no more split-able nodes are available, or until 16 nodes have been generated.…”
Section: Top-down Recursive Splittingmentioning
confidence: 99%