Abstract

With every new generation of graphics processing units (GPUs), offloading ray-tracing algorithms to GPUs becomes more feasible. Software-hardware solutions for ray-tracing focus on implementing its basic components, such as building and traversing bounding volume hierarchies (BVH). However, global illumination algorithms, such as photon mapping method, depend on another kind of acceleration structure, namely k-d trees. In this work, we adapt state-ofthe-art GPU-based BVH-building algorithm of treelet restructuring to k-d trees. By evaluating the performance of the resulting k-d tree, we show that treelet optimisation heuristic suitable for BVHs of triangles is inadequate for k-d trees of points.

Highlights

  • Over the last three decades, physically correct rendering became a ubiquitous method of data visualization in scientific, educational, industrial design and digital entertainment fields [1,2]

  • We apply a method of building an acceleration structure for ray-tracing for graphics processing units (GPUs) originally used with Bounding Volume Hierarchies (BVHs) to k-d trees

  • Every k-d tree can be interpreted as a BVH, but not every BVH can be interpreted as a k-d tree

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Summary

Introduction

Over the last three decades, physically correct rendering became a ubiquitous method of data visualization in scientific, educational, industrial design and digital entertainment fields [1,2]. Advances in GPU design brought consumer computational devices enough processing power to make physically correct rendering feasible in interactive applications. In this paper we discuss recent advancements in acceleration structures – building algorithms used to facilitate physically-correct rendering with GPUs. We apply a method of building an acceleration structure for ray-tracing for GPUs originally used with Bounding Volume Hierarchies (BVHs) to k-d trees. In the rest of the "Introduction" section we describe the necessary preliminaries, such as definitions of acceleration structures and

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