Title: Review and Comparative Study of Ray Traversal Algorithms on a Modern GPU Architecture
Authors: dos Santos, Artur Lira
Teichrieb, Veronica
Lindoso, Jorge
Citation: WSCG 2014: Full Papers Proceedings: 22nd International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision in co-operation with EUROGRAPHICS Association, p. 203-212.
Issue Date: 2014
Publisher: Václav Skala - UNION Agency
Document type: konferenční příspěvek
conferenceObject
URI: http://wscg.zcu.cz/WSCG2013/!_2013-WSCG-Full-proceedings.pdf
http://hdl.handle.net/11025/11931
ISBN: 978-80-86943-74-9
Keywords: sledování paprsku;algoritmy traversace paprsku;reprezentace scény pomocí hierarchie obálek;octree;uniformní mřížky;kd strom
Keywords in different language: ray tracing;ray traversal algorithms;bounding volume hierarchy;octree;uniform grids;kd tree;bounding interval hierarchy
Abstract: In this paper we present a chronological review of five distinct data structures commonly found in literature and ray tracing systems: Bounding Volume Hierarchies (BVH), Octrees, Uniform Grids, KD-Trees, and Bounding Interval Hierarchies (BIH). This review is then followed by an extensive comparative study of six different ray traversal algorithms implemented on a modern Kepler CUDA GPU architecture, to point out pros and cons regarding performance and memory consumption of such structures. We show that a GPU KD-Tree ray traversal based on ropes achieved the best performance results. It surpasses the BVH, often used as primary structure on state-of-the-art ray tracers. Compared to BVHs, a carefully well implemented ropes-based KD-Tree is from 13 to 71% faster. However, it may consume up to 9x more memory than other structures. This disadvantage can be a limiting factor on memory limited architectures.
Rights: © Václav Skala - UNION Agency
Appears in Collections:WSCG 2014: Full Papers Proceedings

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