Bounding Volume Hierarchies versus Kd-trees on Contemporary Many-Core Architectures
Autoři | |
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Rok publikování | 2014 |
Druh | Článek ve sborníku |
Konference | Proceedings of the 30th Spring Conference on Computer Graphics |
Fakulta / Pracoviště MU | |
Citace | |
www | http://www.fi.muni.cz/~xvinkl/publications.html |
Doi | http://dx.doi.org/10.1145/2643188.2643196 |
Obor | Informatika |
Klíčová slova | bounding volume hierarchy; kd-tree; performance study; ray tracing |
Popis | We present a performance comparison of bounding volume hierarchies and kd-trees for ray tracing on many-core architectures (GPUs). The comparison is focused on rendering times and traversal characteristics on the GPU using data structures that were optimized for maximum performance of tracing rays irrespective of the time needed for their build. We show that for a contemporary GPU architecture (NVIDIA Kepler) bounding volume hierarchies have higher ray tracing performance than kd-trees for simple and moderately complex scenes. Kd-trees, on the other hand, have higher performance for complex scenes, in particular for those with occlusion. |
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