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

Published:25 June 2012Publication History

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

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    • Published in

      cover image ACM Conferences
      EGGH-HPG'12: Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
      June 2012
      134 pages
      ISBN:9783905674415

      Publisher

      Eurographics Association

      Goslar, Germany

      Publication History

      • Published: 25 June 2012

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      Overall Acceptance Rate15of44submissions,34%

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