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
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