[PDF][PDF] Maximizing parallelism in the construction of BVHs, octrees, and k-d trees

T Karras - Proceedings of the Fourth ACM SIGGRAPH …, 2012‏ - diglib.eg.org
A number of methods for constructing bounding volume hierarchies and point-based octrees
on the GPU are based on the idea of ordering primitives along a space-filling curve. A major …

Ball*-tree: Efficient spatial indexing for constrained nearest-neighbor search in metric spaces

M Dolatshah, A Hadian, B Minaei-Bidgoli - arxiv preprint arxiv …, 2015‏ - arxiv.org
Emerging location-based systems and data analysis frameworks requires efficient
management of spatial data for approximate and exact search. Exact similarity search can …

Performance Comparison of Bounding Volume Hierarchies and Kd‐Trees for GPU Ray Tracing

M Vinkler, V Havran, J Bittner - Computer Graphics Forum, 2016‏ - Wiley Online Library
We present a performance comparison of bounding volume hierarchies and kd‐trees for ray
tracing on many‐core architectures (GPUs). The comparison is focused on rendering times …

An Effective and Efficient Approach for 3D Recovery of Human Motion Capture Data

H Yasin, S Ghani, B Krüger - Sensors, 2023‏ - mdpi.com
In this work, we propose a novel data-driven approach to recover missing or corrupted
motion capture data, either in the form of 3D skeleton joints or 3D marker trajectories. We …

Gpu-accelerated descriptor extraction process for 3d registration in augmented reality

T Garrett, R Radkowski… - 2016 23rd International …, 2016‏ - ieeexplore.ieee.org
Augmented Reality (AR) is a type of human-computer interaction that overlays virtual
information on a user's natural visual perception of the environment. Determining where to …

[PDF][PDF] Spatial data structures, sorting and gpu parallelism for situated-agent simulation and visualisation

AV Husselmann, KA Hawick - … Int. Conf. on Modelling, Simulation and …, 2012‏ - academia.edu
Spatial data partitioning techniques are important for obtaining fast and efficient simulations
of N-Body particle and spatial agent based models where they considerably reduce …

Massively parallel hierarchical scene processing with applications in rendering

M Vinkler, J Bittner, V Havran… - Computer Graphics …, 2013‏ - Wiley Online Library
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 …

Online-autotuning of parallel SAH kD-trees

M Tillmann, P Pfaffe, C Kaag… - 2016 IEEE International …, 2016‏ - ieeexplore.ieee.org
We explore the benefits of using online-autotuning to find an optimal configuration for the
parallel construction of Surface Area Heuristic (SAH) kD-trees. Using a quickly converging …

Are van Emde Boas trees viable on the GPU?

B Mayr, A Weinrauch, M Parger… - 2021 IEEE High …, 2021‏ - ieeexplore.ieee.org
Van Emde Boas trees show an asymptotic query complexity surpassing the performance of
traditional data structure for performing search queries in large data sets. However, their …

Parallel on-demand hierarchy construction on contemporary GPUs

M Vinkler, V Havran, J Bittner… - IEEE Transactions on …, 2015‏ - ieeexplore.ieee.org
We present the first parallel on-demand spatial hierarchy construction algorithm targeting
ray tracing on many-core processors such as GPUs. The method performs simultaneous ray …