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2011

Two-Level Grids for Ray Tracing on GPUs

7 years 10 months ago
Two-Level Grids for Ray Tracing on GPUs
We investigate the use of two-level nested grids as acceleration structure for ray tracing of dynamic scenes. We propose a massively parallel, sort-based construction algorithm and show that the two-level grid is one of the structures that is fastest to construct on modern graphics processors. The structure handles non-uniform primitive distributions more robustly than the uniform grid and its traversal performance is comparable to those of other high quality acceleration structures used for dynamic scenes. We propose a cost model to determine the grid resolution and improve SIMD utilization during ray-triangle intersection by employing a hybrid packetization strategy. The build times and ray traversal acceleration provide overall rendering performance superior to previous approaches for real time rendering of animated scenes on GPUs.
Javor Kalojanov, Markus Billeter, Philipp Slusalle
Added 25 Aug 2011
Updated 25 Aug 2011
Type Journal
Year 2011
Where CGF
Authors Javor Kalojanov, Markus Billeter, Philipp Slusallek
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