[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 …
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
Emerging location-based systems and data analysis frameworks requires efficient
management of spatial data for approximate and exact search. Exact similarity search can …
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
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 …
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
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 …
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
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 …
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
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 …
of N-Body particle and spatial agent based models where they considerably reduce …
Massively parallel hierarchical scene processing with applications in rendering
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 …
GPU, which is based on sequential decomposition of the given hierarchical algorithm into …
Online-autotuning of parallel SAH kD-trees
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 …
parallel construction of Surface Area Heuristic (SAH) kD-trees. Using a quickly converging …
Are van Emde Boas trees viable on the GPU?
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 …
traditional data structure for performing search queries in large data sets. However, their …
Parallel on-demand hierarchy construction on contemporary GPUs
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 …
ray tracing on many-core processors such as GPUs. The method performs simultaneous ray …