Interactive k-d tree GPU raytracing

Abstract

Over the past few years, the powerful computation rates and high memory bandwidth of GPUs have attracted efforts to run raytracing on GPUs. Our work extends Foley et al.'s GPU k-d tree research. We port their <i>kd-restart</i> algorithm from multi-pass, using CPU load balancing, to single pass, using current GPUs' branching and looping abilities. We… (More)
DOI: 10.1145/1230100.1230129

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