Bandwidth-Efficient BVH Layout for Incremental Hardware Traversal (Unknown language)

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The memory footprint of bounding volume hierarchies (BVHs) can be significantly reduced using incremental encoding, which enables the coarse quantization of bounding volumes. However, this compression alone does not necessarily yield a comparable improvement in memory bandwidth. While the bounding volumes of the BVH nodes can be aggressively quantized, the size of the child node pointers remains a significant overhead. Moreover, as BVH nodes become comparably small to practical cache line sizes, the BVH is cached less efficiently. In this paper we introduce a novel memory layout and node addressing scheme and map it to a system architecture for fixed-function ray traversal. We evaluate this scheme using an architecture simulator and demonstrate a significant reduction in memory bandwidth, compared to previous approaches.

Table of contents conference proceedings

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Exploring and Expanding the Continuum of OIT Algorithms
Wyman, Chris | 2016
SVGPU: Real Time 3D Rendering to Vector Graphics Formats
Ellis, Apollo I. / Hunt, Warren / Hart, John C. | 2016
Masked Software Occlusion Culling
Hasselgren, Jon / Andersson, Magnus / Akenine-Möller, Tomas | 2016
Watertight Ray Traversal with Reduced Precision
Vaidyanathan, Karthik / Akenine-Möller, Tomas / Salvi, Marco | 2016
Efficient Stackless Hierarchy Traversal on GPUs with Backtracking in Constant Time
Binder, Nikolaus / Keller, Alexander | 2016
Bandwidth-Efficient BVH Layout for Incremental Hardware Traversal
Liktor, Gabor / Vaidyanathan, Karthik | 2016
DIRT: Deferred Image-based Ray Tracing
Vardis, Konstantinos / Vasilakis, Andreas-Alexandros / Papaioannou, Georgios | 2016
Photon Splatting Using a View-Sample Cluster Hierarchy
Moreau, Pierre / Sintorn, Erik / Kämpe, Viktor / Assarsson, Ulf / Doggett, Michael | 2016
Deep G-Buffers for Stable Global Illumination Approximation
Mara, Michael / McGuire, Morgan / Nowrouzezahrai, Derek / Luebke, David | 2016
Lightcut Interpolation
Rehfeld, Hauke / Dachsbacher, Carsten | 2016
GVDB: Raytracing Sparse Voxel Database Structures on the GPU
Hoetzlein, Rama Karl | 2016
Local Shading Coherence Extraction for SIMD-Efficient Path Tracing on CPUs
Áfra, Attila T. / Benthin, Carsten / Wald, Ingo / Munkberg, Jacob | 2016
Adaptive Sampling for On-The-Fly Ray Casting of Particle-based Fluids
Hochstetter, Hendrik / Orthmann, Jens / Kolb, Andreas | 2016
Infinite Resolution Textures
Reshetov, Alexander / Luebke, David | 2016
Filtering Distributions of Normals for Shading Antialiasing
Kaplanyan, Anton S. / Hill, Stephen / Patney, Anjul / Lefohn, Aaron | 2016
Comparison of Projection Methods for Rendering Virtual Reality
Toth, Robert / Nilsson, Jim / Akenine-Möller, Tomas | 2016
A Fast, Massively Parallel Solver for Large, Irregular Pairwise Markov Random Fields
Thuerck, Daniel / Waechter, Michael / Widmer, Sven / Buelow, Max von / Seemann, Patrick / Pfetsch, Marc E. / Goesele, Michael | 2016