A GPU Raytracing Algorithm Based On BVH Traversal
Recently, Ray tracing on consumer level graphics has been introduced. So far, most studies on this topic used the uniform grid or KD-tree as the acceleration structures. In this paper, we present a bounding volume hierarchy acceleration structures and a BVH traversal algorithm on GPU for reducing the number of ray/triangle intersections. Comparing our BVH acceleration structure with uniform grid and KD-tree, we conclude that on the GPU, our BVH traversal technique is faster,simpler and most memory efficient.
BVH ray tracing GPU acceleration structure
JIN Hanjun WANG Shiyuan WANG Yanlin WEN Liuying
Department of Computer Science And Technology HuaZhong Normal University Wuhan,Hubei Province 430079, China
国际会议
武汉
英文
613-616
2007-07-25(万方平台首次上网日期,不代表论文的发表时间)