第二节与第三节基本上是《Maximizing Parallelism in the Construction of BVHs, Octrees, and k-d Trees》一文的总结。该文研究了一种全新的算法,使得构造速度与core数基本呈线性,可用于构造BVH、octree、k-d tree等,并且能够使得数据分布是严格depth-first。 karras2012hpg_paper.pdf (nvidia.com)research....
A Bounding Volume Hierarchy (BVH) implementation to speed up raycasting and enable spatial queries against three.js meshes. See the associatedWikipedia articlefor more information on bounding volume hierarchies and how they work. Casting 500 rays against an 80,000 polygon model at 60fps! Examples ...
PROBLEM TO BE SOLVED: To simplify a process by laminating first prepregs on both sides of a metal core, laminating second prepregs on their outsides, contacting circuit pattern forming surfaces to the second prepregs outsides to form a laminate unit, and laminating the laminate units.SANO ...
NOTE The when using the refit function the surfaceAreaScore can be used to check how significantly the structure of the BVH has degraded and rebuild it if it has changed beyond some threshold ratio. Individual Functions Functions exported individually not part of a class. getTriangleHitPointInfo ...
Due to the low cost and high performance of massively parallel manycore graphics processing units (GPUs), BVHs that can be efficiently constructed and traversed on the GPU are of particular interest in GPU-accelerated physically based animation and ray tracing. However, current research focuses on...
Profile看确实比原来的单线程快一些,但可能有线程调用和开销,也不是很理想。猜测另一个原因是理论时间复杂度o(n*log(n)^2),GPU上n核并行才能做到o(log(n)^2),CPU上要看log(n)/core了,8核的话n小于10^8还是比quicksort快的,10000个元素估计能快一倍吧。4核估计速度就不是很显著了。
Fast Construction of SAH BVHs on the Intel Many Integrated Core (MIC) Architecture We investigate how to efficiently build bounding volume hierarchies (BVHs) with surface area heuristic (SAH) on the Intel Many Integrated Core (MIC) Archit... Wald,I. - 《IEEE Transactions on Visualization & ...
180-[InterleavedBufferAttributes](https://threejs.org/docs/#api/en/core/InterleavedBufferAttribute) are not supported on the geometry index or position attributes. 181-A separate bounds tree is generated for each [geometry group](https://threejs.org/docs/#api/en/objects/Group), which could resu...
We present two novel parallel algorithms for rapidly constructing bounding volume hierarchies on manycore GPUs. The first uses a linear ordering derived from spatial Morton codes to build hierarchies extremely quickly and with high parallel scalability. The second is a top-down approach that uses the...
RBF Volume Ray Casting on Multicore and Manycore CPUs a novel two-pass algorithm: first sampling the RBF field using coherent bounding hierarchy traversal, then subsequently integrating samples along ray segments... A Knoll,I Wald,P Navratil,... - 《Computer Graphics Forum Journal of the Europ...