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  • We present a novel method for massively parallel hierarchical scene processing on the GPU, which is based on sequential decomposition of the given hierarchical algorithm into small functional blocks. The computation is fully managed by the GPU using a specialized task pool which facilitates synchronization and communication of processing units. We present two applications of the proposed approach: construction of the bounding volume hierarchies and collision detection based on divide-and-conquer ray tracing. The results indicate that using our approach we achieve high utilization of the GPU even for complex hierarchical problems which pose a challenge for massive parallelization. The results indicate that using our approach we achieve high utilization of the GPU even for complex hierarchical problems which pose a challenge for massive parallelization.
  • We present a novel method for massively parallel hierarchical scene processing on the GPU, which is based on sequential decomposition of the given hierarchical algorithm into small functional blocks. The computation is fully managed by the GPU using a specialized task pool which facilitates synchronization and communication of processing units. We present two applications of the proposed approach: construction of the bounding volume hierarchies and collision detection based on divide-and-conquer ray tracing. The results indicate that using our approach we achieve high utilization of the GPU even for complex hierarchical problems which pose a challenge for massive parallelization. The results indicate that using our approach we achieve high utilization of the GPU even for complex hierarchical problems which pose a challenge for massive parallelization. (en)
Title
  • Massively Parallel Hierarchical Scene Processing with Applications in Rendering
  • Massively Parallel Hierarchical Scene Processing with Applications in Rendering (en)
skos:prefLabel
  • Massively Parallel Hierarchical Scene Processing with Applications in Rendering
  • Massively Parallel Hierarchical Scene Processing with Applications in Rendering (en)
skos:notation
  • RIV/00216224:14330/13:00069069!RIV14-MSM-14330___
http://linked.open...avai/riv/aktivita
http://linked.open...avai/riv/aktivity
  • P(GAP202/11/1883), P(GAP202/12/2413), P(LG13010), S
http://linked.open...iv/cisloPeriodika
  • 8
http://linked.open...vai/riv/dodaniDat
http://linked.open...aciTvurceVysledku
http://linked.open.../riv/druhVysledku
http://linked.open...iv/duvernostUdaju
http://linked.open...titaPredkladatele
http://linked.open...dnocenehoVysledku
  • 86467
http://linked.open...ai/riv/idVysledku
  • RIV/00216224:14330/13:00069069
http://linked.open...riv/jazykVysledku
http://linked.open.../riv/klicovaSlova
  • parallel algorithms; CUDA; acceleration data structures; ray tracing; BVH (en)
http://linked.open.../riv/klicoveSlovo
http://linked.open...odStatuVydavatele
  • GB - Spojené království Velké Británie a Severního Irska
http://linked.open...ontrolniKodProRIV
  • [1AE863F17AF7]
http://linked.open...i/riv/nazevZdroje
  • Computer Graphics Forum
http://linked.open...in/vavai/riv/obor
http://linked.open...ichTvurcuVysledku
http://linked.open...cetTvurcuVysledku
http://linked.open...vavai/riv/projekt
http://linked.open...UplatneniVysledku
http://linked.open...v/svazekPeriodika
  • 32
http://linked.open...iv/tvurceVysledku
  • Bittner, Jiří
  • Hapala, Michal
  • Havran, Vlastimil
  • Vinkler, Marek
http://linked.open...ain/vavai/riv/wos
  • 000327433800002
issn
  • 0167-7055
number of pages
http://bibframe.org/vocab/doi
  • 10.1111/cgf.12140
http://localhost/t...ganizacniJednotka
  • 14330
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