게임 충돌 처리 및 실시간 레이트레이싱을 위한 OptiX 실시간 광선추적 프레임워크 상의 Binary Radix Tree 기반 병렬 kd Tree 구현 및 분석
Implementation and Analysis of Parallel kd-Tree Based on Binary Radix Tree with OptiX Realtime Raytracing Framework for Collision Detection and Realtime Raytracing
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This paper presents a parallel kd-tree traversal algorithm based on the parallel binary radix tree constructionscheme proposed by Tero Karras in 2012. In his paper, Tero Karras proposed parallel tree construction algorithmwhich can maximize the utilization of GPU threads, but implementation and analysis of kd-tree are not fullydiscussed. This paper aims to fill the gap for the specific kd-tree cases. As an application for the kd-tree traversal method proposed in this paper, the proposed method has beenimplemented with NVIDIA’s CUDA framework and tested on NVIDIA’s realtime raytracing library, OptiX. Asa result, the proposed method can construct tree structures within the requirement for realtime process, but stillneeds specialized spatial caching data structure like the “primitive tree” for highly detailed meshes to handlespatial queries as fast as to visualize implicit surfaces under OptiX framework. However, the proposed methodcan be applied to dynamic collision detection and manage scene and object information for game applicationsthanks to its fast tree construction process. Also, realtime raytracing can be applied to game applications basedon this study.
Abstract
This paper presents a parallel kd-tree traversal algorithm based on the parallel binary radix tree constructionscheme proposed by Tero Karras in 2012. In his paper, Tero Karras proposed parallel tree construction algorithmwhich can maximize the utilization of GPU threads, but implementation and analysis of kd-tree are not fullydiscussed. This paper aims to fill the gap for the specific kd-tree cases. As an application for the kd-tree traversal method proposed in this paper, the proposed method has beenimplemented with NVIDIA’s CUDA framework and tested on NVIDIA’s realtime raytracing library, OptiX. Asa result, the proposed method can construct tree structures within the requirement for realtime process, but stillneeds specialized spatial caching data structure like the “primitive tree” for highly detailed meshes to handlespatial queries as fast as to visualize implicit surfaces under OptiX framework. However, the proposed methodcan be applied to dynamic collision detection and manage scene and object information for game applicationsthanks to its fast tree construction process. Also, realtime raytracing can be applied to game applications basedon this study.
참고문헌 (16)
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