• DocumentCode
    2968004
  • Title

    Ray traversal of octree point clouds on the GPU

  • Author

    Knoll, Aaron

  • Author_Institution
    SCI Inst., Univ. of Utah, Salt Lake City, UT
  • fYear
    2008
  • fDate
    9-10 Aug. 2008
  • Firstpage
    182
  • Lastpage
    182
  • Abstract
    We propose an efficient iterative algorithm for ray traversal of an octree on current GPU hardware. From an initial mesh or volume dataset, we construct a balanced octree where each vertex is assigned a leaf node at the lowest possible depth. Interior nodes are averaged from these values, defining levels of detail. We transfer this compact octree to the GPU, and employ our traversal algorithm to render these particles. This yields interactive performance for moderately large (multi-million point) datasets, and renders coarser levels of detail at significantly faster rates. This algorithm is note-worthy in its simple GPU implementation and relative scalability.
  • Keywords
    computational geometry; computer graphic equipment; interactive systems; iterative methods; mesh generation; octrees; ray tracing; GPU hardware; balanced octree point cloud; initial mesh; interactive system perfomance; iterative algorithm; ray traversal; volume dataset; Clouds; Costs; Geometry; Hardware; Image resolution; Iterative algorithms; Ray tracing; Registers; Scalability; Surface reconstruction;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Interactive Ray Tracing, 2008. RT 2008. IEEE Symposium on
  • Conference_Location
    Los Angeles, CA
  • Print_ISBN
    978-1-4244-2741-3
  • Type

    conf

  • DOI
    10.1109/RT.2008.4634645
  • Filename
    4634645