会议专题

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

第二届国际计算机新科技与教育学术会议(Proceedings of the Second International Conference on Computer Science & Education ICCSE2007)

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)