MPI-INF Logo
Campus Event Calendar

Event Entry

What and Who

Binned SAH kd-tree construction on GPU

Piotr Danilewski
Fachrichtung Informatik - Saarbrücken
PhD Application talk

IMPRS Master Student
AG 1, AG 3, AG 4, AG 5, SWS, RG1, MMCI  
Public Audience
English

Date, Time and Location

Tuesday, 14 July 2009
09:00
240 Minutes
E1 4
024
Saarbrücken

Abstract

In order to generate realistically-looking images and animation we are   interested in fast ray-tracing which mimics light movement and   simulates most of visual effects we can encounter in reality. A basic   problem in raytracing is to answer where is the first intersection   between given ray and model. Instead of checking each triangle if it is   hit by a ray, we construct acceleration structures. One of them in   particular - kd-tree speeds up raytracing considerably but is hard to   build.


This very costly process may be performed on GPUs which provide   huge compute power for reasonable price. However GPUs are special   cases of a parallel machines and require new kind of algorithms. There   are good serial algorithms for kd-tree construction, usually using   Surface Area Heuristic (SAH), or sampled (binned) version of SAH. In   case of parallel algorithms, as far as I know, there are no binned   builders developed so far. Therefore - as stated in the title - I present a   new GPU algorithm for binned SAH kd-tree construction.

  The algorithm works in steps - one per each level of the tree with all   tree nodes of given level computed in parallel. During my work I   observed that various solutions have different efficiency depending on   the number of primitives in a node. In order to reach maximum speed,   kd-tree construction is divided into 3 stages: big, medium and small.   Each of them differs on how counting is resolved and how work is   distributed on GPU.

  My current program constructs the tree faster than any other known to   me algorithm but still have competing quality compared to serial   algorithms. Also, tests have shown that execution time scales down   well in respect to power of GPU which gives reasons to believe it will   continue doing so with future releases of the hardware.

Contact

IMPRS Office Team
0681 9325 225
--email hidden
passcode not visible
logged in users only

Stephanie Jörg, 07/08/2009 12:51 -- Created document.