A Linear Time BVH Construction Algorithm for Sparse Volumes
暂无分享,去创建一个
[1] Xing Mei,et al. Simple Empty-Space Removal for Interactive Volume Rendering , 2008, J. Graph. Tools.
[2] Timo Aila,et al. Understanding the efficiency of ray traversal on GPUs , 2009, High Performance Graphics.
[3] Michael Garland,et al. Designing efficient sorting algorithms for manycore GPUs , 2009, 2009 IEEE International Symposium on Parallel & Distributed Processing.
[4] Ulrich Lang,et al. Rapid k-d Tree Construction for Sparse Volume Data , 2018, EGPGV@EuroVis.
[5] Nathan Bell,et al. Thrust: A Productivity-Oriented Library for CUDA , 2012 .
[6] I. Wald,et al. On building fast kd-Trees for Ray Tracing, and on doing that in O(N log N) , 2006, 2006 IEEE Symposium on Interactive Ray Tracing.
[7] Dinesh Manocha,et al. Fast BVH Construction on GPUs , 2009, Comput. Graph. Forum.
[8] Jens Schneider,et al. A Versatile and Efficient GPU Data Structure for Spatial Indexing , 2017, IEEE Transactions on Visualization and Computer Graphics.
[9] Gordon Clapworthy,et al. Octree Rasterization: Accelerating High-Quality Out-of-Core GPU Volume Rendering , 2013, IEEE Transactions on Visualization and Computer Graphics.
[10] I. Wald,et al. On fast Construction of SAH-based Bounding Volume Hierarchies , 2007, 2007 IEEE Symposium on Interactive Ray Tracing.
[11] Tero Karras,et al. Maximizing parallelism in the construction of BVHs, octrees, and k-d trees , 2012, EGGH-HPG'12.
[12] Sylvain Lefebvre,et al. GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering , 2009, I3D '09.
[13] Markus Hadwiger,et al. SparseLeap: Efficient Empty Space Skipping for Large-Scale Volume Rendering , 2018, IEEE Transactions on Visualization and Computer Graphics.
[14] Kirill Garanzha,et al. Simpler and faster HLBVH with work queues , 2011, HPG '11.
[15] Jacopo Pantaleoni,et al. HLBVH: hierarchical LBVH construction for real-time ray tracing of dynamic geometry , 2010, HPG '10.