The k-D tree is a well-studied acceleration data structure for ray tracing. It is used to organize primitives in a scene to allow efficient execution of intersection operations be...
Byn Choi, Rakesh Komuravelli, Victor Lu, Hyojin Su...
Recent developments have produced several techniques for interactive ray tracing of dynamic scenes. In particular, bounding volume hierarchies (BVHs) are efficient acceleration st...
We investigate the use of two-level nested grids as acceleration structure for ray tracing of dynamic scenes. We propose a massively parallel, sort-based construction algorithm an...
Javor Kalojanov, Markus Billeter, Philipp Slusalle...
We present 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-tr...