The ultimate goal of Raytracing is to generate realistically-looking images in real time. Fast algorithms for tracing rays are essential but those cannot exist without good acceleration structures of rendered scene. In case of animation, when objects move, it may be needed to update or build from scratch the acceleration structure.
One of the best such structures is a kd-tree. It recursively splits volume of the scene with axis-aligned planes and distributes triangles into one of two generated sub-volumes.
My aim is to utilize the power of modern Graphics Processing Unit to efficiently create the kd-tree. Although my work is not yet complete, the program is already building high quality trees at interactive times - faster than any other algorithm currently in use.