Review and Comparative Study of Ray Traversal Algorithms on a Modern GPU Architecture
Files
Date issued
2014
Journal Title
Journal ISSN
Volume Title
Publisher
Václav Skala - UNION Agency
Abstract
In this paper we present a chronological review of five distinct data structures commonly found in literature and ray
tracing systems: Bounding Volume Hierarchies (BVH), Octrees, Uniform Grids, KD-Trees, and Bounding Interval
Hierarchies (BIH). This review is then followed by an extensive comparative study of six different ray traversal
algorithms implemented on a modern Kepler CUDA GPU architecture, to point out pros and cons regarding performance
and memory consumption of such structures. We show that a GPU KD-Tree ray traversal based on ropes
achieved the best performance results. It surpasses the BVH, often used as primary structure on state-of-the-art
ray tracers. Compared to BVHs, a carefully well implemented ropes-based KD-Tree is from 13 to 71% faster.
However, it may consume up to 9x more memory than other structures. This disadvantage can be a limiting factor
on memory limited architectures.
Description
Subject(s)
sledování paprsku, algoritmy traversace paprsku, reprezentace scény pomocí hierarchie obálek, octree, uniformní mřížky, kd strom
Citation
WSCG 2014: Full Papers Proceedings: 22nd International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision in co-operation with EUROGRAPHICS Association, p. 203-212.