Abstract

In this paper, we propose an hybrid CPU-GPU ray-tracing implementation based on an optimal Kd-Tree as acceleration structure. The construction and traversal of this KD-tree takes benefits from both the CPU and the GPU to achieve high-performance ray-tracing on mainstream hardware. Our approach, flexible enough to use only one computing units (CPU or GPU), is able to efficiently distribute workload between CPUs and GPUs for fast construction and traversal of the KD-tree.

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