Research on Parallel KD Tree Construction for Ray Tracing
Many computer graphics rendering algorithms and techniques use ray tracing for generation of photo realistic images, and kd tree is the most popular acceleration data structure for ray tracing. In order to avoid the inefficient parallel performance of kd tree construction based on surface area heuristic (SAH) an algorithm using Morton code and path compression was present in this paper. Instead of building a kd tree layer by layer, the proposed approach can be performed in parallel from bottom of a conceptual perfect binary tree. Experimental results on GPU show that our work achieves a faster kd tree construction procedure.