Fast BVH Construction on GPUs
By Christian Lauterbach, Michael Garland, Shubhabrata Sengupta, David P. Luebke, Dinesh Manocha. Computer graphics forum (Print), 2009
485 citations recorded by the source corpus.
Subfields: Computational Mechanics, Computer Graphics and Computer-Aided Design
View Paper: https://www.semanticscholar.org/paper/9be2fe12af03a427b17fd59031485db795e3af19
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computational Mechanics
- David P. Luebke
- Mark J. Harris
- Michael Garland
- I. Wald
- Dinesh Manocha
- Tzu-Mao Li
- Michael Gharbi
- James Bigler
In Computer Graphics and Computer-Aided Design
- Michael Gharbi
- Michal Lukác
- I. Wald
- David P. Luebke
- Jonathan Ragan-Kelley
- Mark J. Harris
- Dinesh Manocha
- Tzu-Mao Li
Citations in the corpus
- Fast GPU-based locality sensitive hashing for k-nearest neighbor computation (2011, background): “The Morton curve can be constructed and searched efficiently on the GPU [27].”
- OptiX: a general purpose ray tracing engine (2010, methodology): “The currently implemented acceleration structures include algorithms focused on hierarchy quality (e.g. the SBVH [Stich et al. 2009]), on construction speed (e.g. the LBVH [Lauterbach et al. 2009]), and various balance levels in between.”
- Design and implementation of a parallel priority queue on many-core architectures (2012, methodology): “A number of tree-based data structures, such as R-tree [9], KDtree [10]–[12], Octree [13]–[19], decision tree [20], [21], and bounding volume hierarchy [22] have been ported to GPGPUs.”
- Embree (2014, methodology): “The highest performance BVH build kernel in Embree uses Morton codes to express the construction process in terms of a simple radix sort [Lauterbach et al. 2009].”
- Differentiable vector graphics rasterization for editing and learning (2020, methodology): “We sort the bounding volumes of the primitives by the 2D Morton codes of the box center [Lauterbach et al. 2009].”
- Designing efficient sorting algorithms for manycore GPUs (2009, background): “The construction of spatial data structures that are essential in computer graphics and geographic information systems is fundamentally a sorting process [5], [6].”