<div class="csl-bib-body">
<div class="csl-entry">Imre, M. (2016). <i>Parallelization of BVH and BSP on the GPU</i> [Diploma Thesis, Technische Universität Wien]. reposiTUm. https://doi.org/10.34726/hss.2016.36542</div>
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dc.identifier.uri
https://doi.org/10.34726/hss.2016.36542
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dc.identifier.uri
http://hdl.handle.net/20.500.12708/4740
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dc.description
Abweichender Titel nach Übersetzung der Verfasserin/des Verfassers
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dc.description
Zusammenfassung in deutscher Sprache
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dc.description.abstract
Rendering is a central point in computer graphics and visualization. In order to display realistic images reflections, shadows and further realistic light diffusions is needed. To obtain these, ray tracing, view frustum culling as well as transparency sorting among others are commonly used techniques. Given the right acceleration structure, said procedures can be reduced to tree traversals, which it is often parallelized on the graphics hardware. In this thesis we focus on Bounding Volume Hierarchy (BVH) and Binary Space Partition (BSP) which are used as such acceleration structures. The problem with these structures is that their build time is often very high and the generation hardly parallelizable. The rising computational power and the highly parallel computation model of Graphics Processing Units (GPU) motivates to improve upon the parallelization of BVH and BSP algorithms. Among other algorithmic exploration during the implementation phase of this thesis, possible foundation for simplifying the general problem of BSP-Tree generation in parallel has been made. A hybrid algorithm is introduced to bypass the long construction time of BSP-Trees by reducing the problem size to a small amount. The scene is split via the usage of an uniform grid so that every cell contains only a small amount of triangles. Then a BSP-Tree is built in each of the grid-s nonempty cells in parallel. Thus transparency sorting can be done by first sorting the cells and then the small BSP-Trees. Evaluation showed that increasing the number of grid cells only leads to a decrease in build times up to a certain point. Also for sorting, the performance peaks around a grid size of 25 and decreases thereafter. The explained hybrid algorithm and its data-structure seem to theoretically overcome typical problems of the single BSP-Tree generation. However, limitations of the GPU still have a high influence on this procedure.
en
dc.language
English
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dc.language.iso
en
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dc.rights.uri
http://rightsstatements.org/vocab/InC/1.0/
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dc.subject
GPU
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dc.subject
Bounding Volume Hierarchy
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dc.subject
Binary Split Planes
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dc.title
Parallelization of BVH and BSP on the GPU
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dc.title.alternative
Parallelisierung von BVH und BSP auf der GPU
de
dc.type
Thesis
en
dc.type
Hochschulschrift
de
dc.rights.license
In Copyright
en
dc.rights.license
Urheberrechtsschutz
de
dc.identifier.doi
10.34726/hss.2016.36542
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dc.contributor.affiliation
TU Wien, Österreich
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dc.rights.holder
Martin Imre
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dc.publisher.place
Wien
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tuw.version
vor
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tuw.thesisinformation
Technische Universität Wien
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tuw.publication.orgunit
E186 - Institut für Computergraphik und Algorithmen