Full metadata record
DC pole | Hodnota | Jazyk |
---|---|---|
dc.contributor.author | dos Santos, Artur Lira | |
dc.contributor.author | Teichrieb, Veronica | |
dc.contributor.author | Lindoso, Jorge | |
dc.contributor.editor | Skala, Václav | |
dc.date.accessioned | 2015-02-05T09:26:00Z | |
dc.date.available | 2015-02-05T09:26:00Z | |
dc.date.issued | 2014 | |
dc.identifier.citation | WSCG 2014: Full Papers Proceedings: 22nd International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision in co-operation with EUROGRAPHICS Association, p. 203-212. | en |
dc.identifier.isbn | 978-80-86943-74-9 | |
dc.identifier.uri | http://wscg.zcu.cz/WSCG2013/!_2013-WSCG-Full-proceedings.pdf | |
dc.identifier.uri | http://hdl.handle.net/11025/11931 | |
dc.description.abstract | In this paper we present a chronological review of five distinct data structures commonly found in literature and ray tracing systems: Bounding Volume Hierarchies (BVH), Octrees, Uniform Grids, KD-Trees, and Bounding Interval Hierarchies (BIH). This review is then followed by an extensive comparative study of six different ray traversal algorithms implemented on a modern Kepler CUDA GPU architecture, to point out pros and cons regarding performance and memory consumption of such structures. We show that a GPU KD-Tree ray traversal based on ropes achieved the best performance results. It surpasses the BVH, often used as primary structure on state-of-the-art ray tracers. Compared to BVHs, a carefully well implemented ropes-based KD-Tree is from 13 to 71% faster. However, it may consume up to 9x more memory than other structures. This disadvantage can be a limiting factor on memory limited architectures. | en |
dc.format | 10 s. | cs |
dc.format.mimetype | application/pdf | |
dc.language.iso | en | en |
dc.publisher | Václav Skala - UNION Agency | cs |
dc.relation.ispartofseries | WSCG 2014: Full Papers Proceedings | en |
dc.rights | © Václav Skala - UNION Agency | en |
dc.subject | sledování paprsku | cs |
dc.subject | algoritmy traversace paprsku | cs |
dc.subject | reprezentace scény pomocí hierarchie obálek | cs |
dc.subject | octree | cs |
dc.subject | uniformní mřížky | cs |
dc.subject | kd strom | cs |
dc.title | Review and Comparative Study of Ray Traversal Algorithms on a Modern GPU Architecture | en |
dc.type | konferenční příspěvek | cs |
dc.type | conferenceObject | en |
dc.rights.access | openAccess | en |
dc.type.version | publishedVersion | en |
dc.subject.translated | ray tracing | en |
dc.subject.translated | ray traversal algorithms | en |
dc.subject.translated | bounding volume hierarchy | en |
dc.subject.translated | octree | en |
dc.subject.translated | uniform grids | en |
dc.subject.translated | kd tree | en |
dc.subject.translated | bounding interval hierarchy | en |
dc.type.status | Peer-reviewed | en |
Vyskytuje se v kolekcích: | WSCG 2014: Full Papers Proceedings |
Soubory připojené k záznamu:
Soubor | Popis | Velikost | Formát | |
---|---|---|---|---|
Santos.pdf | Plný text | 1,73 MB | Adobe PDF | Zobrazit/otevřít |
Použijte tento identifikátor k citaci nebo jako odkaz na tento záznam:
http://hdl.handle.net/11025/11931
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