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The Parallel Algorithm Of Construction And Traversal BVH Used In Ray Tracer

Posted on:2012-07-16Degree:MasterType:Thesis
Country:ChinaCandidate:J K WangFull Text:PDF
GTID:2218330338965973Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
The time consumption of using ray tracing to render scene and is mainly a large number of patches of light and scene data intersection test. To take advantage of today's GPU computing power, this paper propose the mode of creating scene's bounding volume hierarchies corresponds requirements of the GPU parallel computing to improve the use of high-quality scene rendering bottleneck. The mode use the estimated surface area heuristic (SAH) cost to parallelism create the scene bounding volume hierarchies by the top-down breadth-first order. Today, there are a large number of applications of interactive rendering dynamic scenes. The paper improved the update strategy of moving scene's bounding volume hierarchies by studying the features of the spatial position of moving objects. Finally, based on the spatial correlation of light, each beam use a traversal stack which is the thread block's shared memory. In this way, the beam can parallel traverse scene's bounding volume hierarchies with a low traversal stack size.
Keywords/Search Tags:Bounding Volume Hierarchy, parallelled created, light packed traversing, updated strategy
PDF Full Text Request
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