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Statements

Subject Item
n2:RIV%2F00216224%3A14330%2F13%3A00069069%21RIV14-MSM-14330___
rdf:type
skos:Concept n18:Vysledek
dcterms:description
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.
dcterms:title
Massively Parallel Hierarchical Scene Processing with Applications in Rendering Massively Parallel Hierarchical Scene Processing with Applications in Rendering
skos:prefLabel
Massively Parallel Hierarchical Scene Processing with Applications in Rendering Massively Parallel Hierarchical Scene Processing with Applications in Rendering
skos:notation
RIV/00216224:14330/13:00069069!RIV14-MSM-14330___
n18:predkladatel
n20:orjk%3A14330
n4:aktivita
n5:S n5:P
n4:aktivity
P(GAP202/11/1883), P(GAP202/12/2413), P(LG13010), S
n4:cisloPeriodika
8
n4:dodaniDat
n8:2014
n4:domaciTvurceVysledku
n17:4533550
n4:druhVysledku
n11:J
n4:duvernostUdaju
n19:S
n4:entitaPredkladatele
n16:predkladatel
n4:idSjednocenehoVysledku
86467
n4:idVysledku
RIV/00216224:14330/13:00069069
n4:jazykVysledku
n14:eng
n4:klicovaSlova
parallel algorithms; CUDA; acceleration data structures; ray tracing; BVH
n4:klicoveSlovo
n6:acceleration%20data%20structures n6:CUDA n6:BVH n6:ray%20tracing n6:parallel%20algorithms
n4:kodStatuVydavatele
GB - Spojené království Velké Británie a Severního Irska
n4:kontrolniKodProRIV
[1AE863F17AF7]
n4:nazevZdroje
Computer Graphics Forum
n4:obor
n15:IN
n4:pocetDomacichTvurcuVysledku
1
n4:pocetTvurcuVysledku
4
n4:projekt
n13:LG13010 n13:GAP202%2F11%2F1883 n13:GAP202%2F12%2F2413
n4:rokUplatneniVysledku
n8:2013
n4:svazekPeriodika
32
n4:tvurceVysledku
Hapala, Michal Havran, Vlastimil Vinkler, Marek Bittner, Jiří
n4:wos
000327433800002
s:issn
0167-7055
s:numberOfPages
13
n10:doi
10.1111/cgf.12140
n7:organizacniJednotka
14330