Real-Time KD-Tree Construction on Graphics Hardware

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Oiram
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Real-Time KD-Tree Construction on Graphics Hardware

Post by Oiram » Mon Jun 16, 2008 12:51 am

An algorithm for constructing kd-trees on GPUs.
This algorithm achieves real-time performance by exploiting the GPU’s
streaming architecture at all stages of kd-tree construction.

http://research.microsoft.com/users/kun ... 008-52.pdf

thefallenarch
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Post by thefallenarch » Mon Jun 16, 2008 7:12 pm

:shock: I was looking at the very same thing last night...Not that I understood much of it :oops:

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Kram1032
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Post by Kram1032 » Tue Jun 17, 2008 8:55 am

All you need to know is, that it can show caustics at nearly realtime and that Indigo wont ever use it (at least in this way) because it doesn't do photon mapping but MLT ray tracing ;) (or alternately path tracing, which also isn't photon mapping...)

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dougal2
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Post by dougal2 » Tue Jun 17, 2008 9:27 am

Kram1032
KD-Trees aren't about photonmapping. They may have used photomapping in their methods to test the KD-Tree method, but the KD-Tree can be used for all types of raytracing - it's a way to store the geometry information and test for ray intersections.

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Kram1032
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Post by Kram1032 » Tue Jun 17, 2008 9:37 am

Yes, but the paper says, it builds two trees. One with mesh data and one for photon mapping...
Indigo only'd use the one for mesh data...

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CTZn
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Post by CTZn » Tue Jun 17, 2008 2:55 pm

Kram, what matters is the kdtree construction, not it's application ;)
obsolete asset

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Zom-B
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Post by Zom-B » Tue Jun 17, 2008 5:56 pm

Again a nice Paper where I would love to see a comment by Ono for ;-)

For everybody who missed Nvidia yesterday launchen the new GF200 Lineup, new raw Graphic Power with at least 896 MB RAM for the "small" GF260...
ATI is going to launch the new lineup in a week.

GPU's are evolving very fast these days, and are packed with a nice bunch of onboard RAM too for storing stuff like kdtree's 8)
polygonmanufaktur.de

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Zom-B
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Post by Zom-B » Thu Jun 19, 2008 3:10 pm

BTW: I just found the related Video Demonstration of this paper here.
polygonmanufaktur.de

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