“Asynchronous BVH Reconstruction on CPU-GPU Hybrid Architecture” by Kim, Kim, Lee and Han

  • ©Jin-Woo Kim, Jung-Min Kim, MinWoo Lee, and Tack-Don Han



Entry Number: 14


    Asynchronous BVH Reconstruction on CPU-GPU Hybrid Architecture



    We present a CPU-GPU hybrid architecture with an extended asyn- chronous bounding volume hierarchy(BVH) construction scheme [Ize et al. 2007] for ray tracing dynamic scenes. Because the perfor- mance of a ray tracer greatly depends on the acceleration data struc- ture, it is necessary to efficiently update the AS of dynamic scenes. To achieve this, Asynchronous BVH construction simultaneously performs both BVH reconstruction and bounding volume(BV) re- fitting. However, it may degrades the overall performance because it exploits the CPU to simultaneously perform both the BVH con- struction and rendering. To solve this problem, we improve this multi-core-CPU-based scheme by utilizing a CPU-GPU hybrid ar- chitecture. This hybrid approach is implemented based on [Aila and Laine 2009]. It improves the performance by 254~303% compared to a key-frame renderer implemented on NVIDIA OptiX.

Additional Information:

    The experimental results is used as a comparison data in [Nah et al. 2014]. The detailed experimental results are included in our technical re- port(http://msl.yonsei.ac.kr/TR/msl2014-01.pdf).


    1. Aila, T., and Laine, S. 2009. Understanding the efficiency of ray traversal on gpus. In Proceedings of the Conference on High Performance Graphics 2009, ACM, New York, NY, USA, HPG ’09, 145–149.
    2. Ize, T., Wald, I., and Parker, S. G. 2007. Asynchronous bvh construction for ray tracing dynamic scenes on parallel multi-core architectures. In Proceedings of the 7th Eurographics Conference on Parallel Graphics and Visualization, Eurographics Association, Aire-la-Ville, Switzerland, Switzerland, EG PGV’07, 101–108.
    3. Nah, J.-H., Kim, J.-W., Park, J., Lee, W.-J., Park, J.-S., Jung, S.-Y., Park, W.-C., Manocha, D., and Han, T.-D. 2014. HART: A hybrid architecture for ray tracing animated scenes. submitted to IEEE TVCG.


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