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SLUSALLEK P.: Binned SAH Kd-Tree Construction on a GPU (2010)

by P DANILEWSKI, S POPOV
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Visual Computing

by Günther Voglsam, Technische Universität Wien, Günther Voglsam, Technische Universität Wien, Günther Voglsam
"... (Unterschrift Günther Voglsam) i Acknowledgements I want to thank Michael Wimmer at the Institute of Computergraphics and Algorithms for his support for the thesis, as well as the members of the VRVis Forschungs-GmbH for making this thesis happen in such a pleasant environment. At the VRVis I want t ..."
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(Unterschrift Günther Voglsam) i Acknowledgements I want to thank Michael Wimmer at the Institute of Computergraphics and Algorithms for his support for the thesis, as well as the members of the VRVis Forschungs-GmbH for making this thesis happen in such a pleasant environment. At the VRVis I want to say special thanks to Robert F. Tobler, Michael Schwärzler and Christian Luksch for all their support and the numerous discussions we had.

Funding Acknowledgements

by Marek Vinkler, Michal Hapala, Vlastimil Havran, Marek Vinkler, Michal Hapala, Vlastimil Havran , 2012
"... We present a novel method for massively parallel hierarchical scene processing on the GPU, which is based on sequential decomposition of the given hierarchical algorithm into small functional blocks. The computation is organized using a specialized work pool in which different blocks of processing u ..."
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We present a novel method for massively parallel hierarchical scene processing on the GPU, which is based on sequential decomposition of the given hierarchical algorithm into small functional blocks. The computation is organized using a specialized work pool in which different blocks of processing units solve different functional blocks. We present an application of the proposed approach to two methods used in ray tracing: construction of the bounding volume hierarchies and the recently introduced divideand-conquer ray tracing on the GPU. The results indicate that using our approach we achieve high utilization of the GPU even for complex hierarchical problems which pose

Massively Parallel Hierarchical Scene Processing with Applications in Rendering

by Marek Vinkler, Vlastimil Havran, Michal Hapala
"... We present a novel method for massively parallel hierarchical scene processing on the GPU, which is based on sequential decomposition of the given hierarchical algorithm into small functional blocks. The computation is fully managed by the GPU using a specialized task pool which facilitates synchron ..."
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We present a novel method for massively parallel hierarchical scene processing on the GPU, which is based on sequential decomposition of the given hierarchical algorithm into small functional blocks. The computation is fully managed by the GPU using a specialized task pool which facilitates synchronization and communication of processing units. We present two applications of the proposed approach: construction of the bounding volume hierarchies and collision detection based on divide-and-conquer ray tracing. The results indicate that using our approach we achieve high utilization of the GPU even for complex hierarchical problems which pose a challenge for massive parallelization.
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...roach to a spatial median and cutting off empty space. This approach was extended by Hou et al. [HSZ∗11] using partial breadth-first-search to afford for limited memory consumption. Danilewski et al. =-=[DPS10]-=- presented a scalable GPU algorithm with binning for kd-trees that improves on the quality of constructed kd-trees following the method of Shevtsov et al. [SSK07]. Wu et al. [WZL11] proposed an algori...

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