The platform will undergo maintenance on Sep 14 at about 7:45 AM EST and will be unavailable for approximately 2 hours.
2012
DOI: 10.1109/tvcg.2011.46
|View full text |Cite
|
Sign up to set email alerts
|

Raytracing Dynamic Scenes on the GPU Using Grids

Abstract: Abstract-Raytracing dynamic scenes at interactive rates have received a lot of attention recently. We present a few strategies for high performance raytracing on a commodity GPU. The construction of grids needs sorting, which is fast on today's GPUs. The grid is thus the acceleration structure of choice for dynamic scenes as per-frame rebuilding is required. We advocate the use of appropriate data structures for each stage of raytracing, resulting in multiple structure building per frame. A perspective grid bu… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
5
0

Year Published

2013
2013
2021
2021

Publication Types

Select...
4
2

Relationship

0
6

Authors

Journals

citations
Cited by 12 publications
(5 citation statements)
references
References 33 publications
(45 reference statements)
0
5
0
Order By: Relevance
“…The literature proposes works focusing on Grids [16], Bounding Volume Hierarchies (BHV) [17] and KD-Trees [18]. However, there is not an optimal data structure to represent the input scene, but this depends on the computing platform adopted for the implementation of the algorithm.…”
Section: Related Workmentioning
confidence: 99%
“…The literature proposes works focusing on Grids [16], Bounding Volume Hierarchies (BHV) [17] and KD-Trees [18]. However, there is not an optimal data structure to represent the input scene, but this depends on the computing platform adopted for the implementation of the algorithm.…”
Section: Related Workmentioning
confidence: 99%
“…Zhou [15] greatly improved ray tracing by implementing Kdtree building on GPU. And also Perrotte [16] and Guntury [17] implemented Grids building under the perspective view and ray tracing with Grids on GPU.…”
Section: Introductionmentioning
confidence: 99%
“…By using geometric primitives instead of sampled fragment data, analytic tests can be performed, resulting in accurate image generation. Similar to Guntury et al [GN12], we also exploit per-view perspective grids. However in our case, cells are irregularly sized in the depth dimension, based on the pixel's depth bounds, and hierarchically organized in the image domain, enabling early space skipping that significantly improves traversal in arbitrary environments.…”
Section: Methods Descriptionmentioning
confidence: 99%
“…However, traversal performance in environments containing moderately non-uniform geometry distribution can be increased by employing a two-level level adaptive subdivision [KBS11]. Finally, the use of perspective grids, i.e., a perspective regular subdivision with respect to a particular viewpoint (right of Figure 3.1), can improve coherence on primary as well as on shadow rays [GN12].…”
Section: Boundary Volume Hierarchymentioning
confidence: 99%
See 1 more Smart Citation