Performance Comparison of Bounding Volume Hierarchies and Kd-Trees for GPU Ray Tracing
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 very high performance of tracing rays...
Gespeichert in:
| Veröffentlicht in: | Computer graphics forum Jg. 35; H. 8; S. 68 - 79 |
|---|---|
| Hauptverfasser: | , , |
| Format: | Journal Article |
| Sprache: | Englisch |
| Veröffentlicht: |
Oxford
Blackwell Publishing Ltd
01.12.2016
|
| Schlagworte: | |
| ISSN: | 0167-7055, 1467-8659 |
| Online-Zugang: | Volltext |
| Tags: |
Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
|
| Zusammenfassung: | 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 very high performance of tracing rays. To achieve low rendering times, we extensively examine the constants used in termination criteria for the two data structures. 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. On the other hand, kd‐trees have higher performance for complex scenes, in particular for those with high depth complexity. Finally, we analyse the causes of the performance discrepancies using the profiling characteristics of the ray tracing kernels.
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 very high performance of tracing rays. To achieve low rendering times, we extensively examine the constants used in termination criteria for the two data structures. 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. |
|---|---|
| Bibliographie: | Czech Science Foundation - No. P202/12/2413 istex:85253D7BFC778759A349878547366788F4849F95 ark:/67375/WNG-6M1HG181-3 ArticleID:CGF12776 Czech Technical University in Prague - No. SGS13/214/OHK3/3T/13 SourceType-Scholarly Journals-1 ObjectType-Feature-1 content type line 14 ObjectType-Article-1 ObjectType-Feature-2 content type line 23 |
| ISSN: | 0167-7055 1467-8659 |
| DOI: | 10.1111/cgf.12776 |