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dc.contributor.authorVaidyanathan, Karthiken_US
dc.contributor.authorWoop, Svenen_US
dc.contributor.authorBenthin, Carstenen_US
dc.contributor.editorSteinberger, Markus and Foley, Timen_US
dc.date.accessioned2019-07-11T06:52:12Z
dc.date.available2019-07-11T06:52:12Z
dc.date.issued2019
dc.identifier.isbn978-3-03868-092-5
dc.identifier.issn2079-8687
dc.identifier.urihttps://doi.org/10.2312/hpg.20191190
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/hpg20191190
dc.description.abstractCompressed wide bounding volume hierarchies can significantly improve the performance of incoherent ray traversal, through a smaller working set of inner nodes and therefore a higher cache hit rate. While inner nodes in the hierarchy can be compressed, the size of the working set for a full traversal stack remains a significant overhead. In this paper we introduce an algorithm for wide bounding volume hierarchy (BVH) traversal that uses a short stack of just a few entries. This stack can be fully stored in scarce on-chip memory, which is especially important for GPUs and dedicated ray tracing hardware implementations. Our approach in particular generalizes the restart trail algorithm for binary BVHs to BVHs of arbitrary widths. Applying our algorithm to wide BVHs, we demonstrate that the number of traversal steps with just five stack entries is close to that of a full traversal stack. We also propose an extension to efficiently cull leaf nodes when a closer intersection has been found, which reduces ray primitive intersections by up to 14%.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectComputing methodologies
dc.subjectRay tracing
dc.titleWide BVH Traversal with a Short Stacken_US
dc.description.seriesinformationHigh-Performance Graphics - Short Papers
dc.description.sectionheadersRay Tracing: Hardware and Performance
dc.identifier.doi10.2312/hpg.20191190
dc.identifier.pages15-19


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