{"title":"在当代多核体系结构上,边界卷层次结构与kd树","authors":"Marek Vinkler, V. Havran, Jiří Bittner","doi":"10.1145/2643188.2643196","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":115384,"journal":{"name":"Proceedings of the 30th Spring Conference on Computer Graphics","volume":"33 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"14","resultStr":"{\"title\":\"Bounding volume hierarchies versus kd-trees on contemporary many-core architectures\",\"authors\":\"Marek Vinkler, V. Havran, Jiří Bittner\",\"doi\":\"10.1145/2643188.2643196\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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.\",\"PeriodicalId\":115384,\"journal\":{\"name\":\"Proceedings of the 30th Spring Conference on Computer Graphics\",\"volume\":\"33 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2014-05-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"14\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 30th Spring Conference on Computer Graphics\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2643188.2643196\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 30th Spring Conference on Computer Graphics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2643188.2643196","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Bounding volume hierarchies versus kd-trees on contemporary many-core architectures
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.