Fast GPU Ray Tracing of Dynamic Meshes
Conference Paper, Proceedings of Graphics Interface 2006 (GI '06), pp. 203 - 209, June, 2006
Abstract
Using the GPU to accelerate ray tracing may seem like a natural choice due to the highly parallel nature of the problem. However, determining the most versatile GPU data structure for scene storage and traversal is a challenge. In this paper, we introduce a new method for quick intersection of triangular meshes on the GPU. The method uses a threaded bounding volume hierarchy built from a geometry image, which can be efficiently traversed and constructed entirely on the GPU. This acceleration scheme is highly competitive with other GPU ray tracing methods, while allowing for both dynamic geometry and an efficient level of detail scheme at no extra cost.
BibTeX
@conference{Carr-2006-121374,author = {Nathan Carr and Jared Hoberock and Keenan Crane and John Hart},
title = {Fast GPU Ray Tracing of Dynamic Meshes},
booktitle = {Proceedings of Graphics Interface 2006 (GI '06)},
year = {2006},
month = {June},
pages = {203 - 209},
}
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