kd-tree acceleration structures for a gpu raytracer.pptVIP

kd-tree acceleration structures for a gpu raytracer.ppt

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kd-tree acceleration structures for a gpu raytracer

KD-Tree Acceleration Structures for a GPU Raytracer Tim Foley, Jeremy Sugerman Stanford University Motivation Accelerated raytracing On commodity HW Production rendering Real-time applications? Performance trend 9800 XT : 170M ray-triangle intersects/s X800 XT PE: 350M ray-triangle intersects/s GPU Raytracing Promising early results Simple scenes Uniform grid Problems with complex scenes Hierarchical accelerator (kd-tree) Improve scalability Outline Background GPU Raytracing KD-Tree Algorithm KD-Restart, KD-Backtrack Results Future Work Background RayEngine [Carr et al. 2002] Parallel ray-triangle intersection Host controls culling [Purcell et al. 2002] Entire raytracing pipeline Many rays required for efficiency Uniform Grid Why not KD-Tree? Uniform grid acceleration structure Regular structure = efficient traversal Regular structure = poor partitioning KD-Trees Adapt to scene complexity Compact storage, efficient traversal “Best” for CPU raytracing [Havran 2000] KD-Tree KD-Tree Traversal Per-Fragment Stacks Parallel (per-ray) push No indexed write in fragment program Per-ray stack storage [Ernst et al. 2004] Emulate push with extra passes Impractical, slow Our Contribution Stackless kd-tree traversal algorithms KD-Restart KD-Backtrack Observation KD-Restart Standard traversal Omit stack operations Proceed to 1st leaf If no intersection Advance (tmin,tmax) Restart from root Proceed to next leaf KD-Restart Restart traversal after each leaf m leaves Average depth d Cost O(m*d) Balanced tree of n nodes Upper bound: O(n log(n)) Standard algorithm: O(n) Expected: O( log(n) ) Observation KD-Backtrack If no intersection Advance (tmin, tmax) Start backtracking If node intersects (tmin, tmax) Resume traversal Proceed to next leaf KD-Backtrack Backtrack after leaf Revisits previous nodes At most twice: from left, right Within constant factor of standard traversal Upper bound: O(n) Expected: O( log(n) ) Requires additional storage Parent pointers Bounding boxes

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