Proceedings: GI 2006

Fast GPU ray tracing of dynamic meshes using geometry images

Nathan Carr , Jared Hoberock , Keenan Crane , John Hart

Proceedings of Graphics Interface 2006: Québec, Québec, Canada, 7-9 June 2006, 203-209

DOI 10.20380/GI2006.26

  • Bibtex

    @inproceedings{Carr:2006:10.20380/GI2006.26,
    author = {Carr, Nathan and Hoberock, Jared and Crane, Keenan and Hart, John},
    title = {Fast GPU ray tracing of dynamic meshes using geometry images},
    booktitle = {Proceedings of Graphics Interface 2006},
    series = {GI 2006},
    year = {2006},
    issn = {0713-5424},
    isbn = {1-56881-308-2},
    location = {Qu{\'e}bec, Qu{\'e}bec, Canada},
    pages = {203--209},
    numpages = {7},
    doi = {10.20380/GI2006.26},
    publisher = {Canadian Human-Computer Communications Society},
    address = {Toronto, Ontario, Canada},
    }

Abstract

Using the GPU to accelerate ray tracing may seem like a natural choice due to the highly parallel nature of the problem. However, determining the most versatile GPU data structure for scene storage and traversal is a challenge. In this paper, we introduce a new method for quick intersection of triangular meshes on the GPU. The method uses a threaded bounding volume hierarchy built from a geometry image, which can be efficiently traversed and constructed entirely on the GPU. This acceleration scheme is highly competitive with other GPU ray tracing methods, while allowing for both dynamic geometry and an efficient level of detail scheme at no extra cost.