{"id":1121,"date":"2010-11-03T07:38:06","date_gmt":"2010-11-03T07:38:06","guid":{"rendered":"http:\/\/hgpu.org\/?p=1121"},"modified":"2010-11-03T07:38:06","modified_gmt":"2010-11-03T07:38:06","slug":"real-time-kd-tree-construction-on-graphics-hardware","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=1121","title":{"rendered":"Real-time KD-tree construction on graphics hardware"},"content":{"rendered":"<p>We present an algorithm for constructing kd-trees on GPUs. This algorithm achieves real-time performance by exploiting the GPU&#8217;s streaming architecture at all stages of kd-tree construction. Unlike previous parallel kd-tree algorithms, our method builds tree nodes completely in BFS (breadth-first search) order. We also develop a special strategy for large nodes at upper tree levels so as to further exploit the fine-grained parallelism of GPUs. For these nodes, we parallelize the computation over all geometric primitives instead of nodes at each level. Finally, in order to maintain kd-tree quality, we introduce novel schemes for fast evaluation of node split costs.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>We present an algorithm for constructing kd-trees on GPUs. This algorithm achieves real-time performance by exploiting the GPU&#8217;s streaming architecture at all stages of kd-tree construction. Unlike previous parallel kd-tree algorithms, our method builds tree nodes completely in BFS (breadth-first search) order. We also develop a special strategy for large nodes at upper tree levels [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[180,11,89,33,3],"tags":[1797,1782,14,1786,391,20,374,181,144],"class_list":["post-1121","post","type-post","status-publish","format-standard","hentry","category-3d-graphics-and-realism","category-computer-science","category-nvidia-cuda","category-image-processing","category-paper","tag-3d-graphics-and-realism","tag-computer-science","tag-cuda","tag-image-processing","tag-kr-tree","tag-nvidia","tag-nvidia-geforce-8800-ultra","tag-raytracing","tag-rendering"],"views":3137,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/1121","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=1121"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/1121\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=1121"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=1121"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=1121"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}