Fast GPU ray tracing of dynamic meshes using geometry images

Nathan A. Carr, Jared Hoberock, Keenan Crane, John C. Hart

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

Using the GPU to accelerate ray tracing may seem like a natural choice due to the highly parallel nature of the problem. However, determining the most versatile GPU data structure for scene storage and traversal is a challenge. In this paper, we introduce a new method for quick intersection of triangular meshes on the GPU. The method uses a threaded bounding volume hierarchy built from a geometry image, which can be efficiently traversed and constructed entirely on the GPU. This acceleration scheme is highly competitive with other GPU ray tracing methods, while allowing for both dynamic geometry and an efficient level of detail scheme at no extra cost.

Original languageEnglish (US)
Title of host publicationGraphics Interface 2006 - Proceedings
Pages203-209
Number of pages7
StatePublished - Sep 20 2006
Event32nd Graphics Interface 2006 - Quebec, Canada
Duration: Jun 7 2006Jun 9 2006

Publication series

NameProceedings - Graphics Interface
Volume2006
ISSN (Print)0713-5424

Other

Other32nd Graphics Interface 2006
CountryCanada
CityQuebec
Period6/7/066/9/06

Keywords

  • GPU algorithms
  • Geometry images
  • Mesh parameterization
  • Ray tracing

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design

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  • Cite this

    Carr, N. A., Hoberock, J., Crane, K., & Hart, J. C. (2006). Fast GPU ray tracing of dynamic meshes using geometry images. In Graphics Interface 2006 - Proceedings (pp. 203-209). (Proceedings - Graphics Interface; Vol. 2006).