RESEARCH ON METHODS FOR TRAVERSING TWO-LEVEL BVH TREES ON GRAPHICS PROCESSORS

A key part of the most common ray tracing methods is the traversal/search for intersections with a hierarchical structure - BVH, which describes the scene geometry. This paper presents a comparative analysis of the performance of several BVH tree traversal methods on stationary and mobile graphics processors. We investigated BVH trees with varying depths and numbers of child nodes, implemented several stack-based traversal algorithms, and two different stackless traversal algorithms; we proposed our own stackless traversal variant, which is more performant than existing ones in some cases. We proposed our own compression method for BVH trees with 2 nodes, losing no more than 15% performance. We identified a common problem that occurs in almost all algorithms when implemented on graphics processors. We believe that our analysis will help developers of ray tracing hardware accelerators create more economical hardware solutions, not limited solely to ray tracing. More specifically, our experimental results suggest that up to a 5x speedup can be achieved by changing the L2 cache mechanism, and this has likely already been implemented in stationary GPUs with hardware-accelerated ray tracing, not only within the ray tracing mechanism itself but also in a more general context.

Authors

Publication Details

Journal
Программирование / Programming and Computer Software
Published
2025-01-01
DOI
https://doi.org/10.7868/s3034584725030088
Primary Topic
Graph Theory and Algorithms
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

RESEARCH ON METHODS FOR TRAVERSING TWO-LEVEL BVH TREES ON GRAPHICS PROCESSORS

A. R. Garifullin
Программирование / Programming and Computer Software
Graph Theory and Algorithms
article

RESEARCH ON METHODS FOR TRAVERSING TWO-LEVEL BVH TREES ON GRAPHICS PROCESSORS

A. R. Garifullin
article en

Abstract

A key part of the most common ray tracing methods is the traversal/search for intersections with a hierarchical structure - BVH, which describes the scene geometry. This paper presents a comparative analysis of the performance of several BVH tree traversal methods on stationary and mobile graphics processors. We investigated BVH trees with varying depths and numbers of child nodes, implemented several stack-based traversal algorithms, and two different stackless traversal algorithms; we proposed our own stackless traversal variant, which is more performant than existing ones in some cases. We proposed our own compression method for BVH trees with 2 nodes, losing no more than 15% performance. We identified a common problem that occurs in almost all algorithms when implemented on graphics processors. We believe that our analysis will help developers of ray tracing hardware accelerators create more economical hardware solutions, not limited solely to ray tracing. More specifically, our experimental results suggest that up to a 5x speedup can be achieved by changing the L2 cache mechanism, and this has likely already been implemented in stationary GPUs with hardware-accelerated ray tracing, not only within the ray tracing mechanism itself but also in a more general context.

Программирование / Programming and Computer Software(3)
Openalex Percentile: Top 73%
Graph Theory and Algorithms
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

RESEARCH ON METHODS FOR TRAVERSING TWO-LEVEL BVH TREES ON GRAPHICS PROCESSORS — A. R. Garifullin · Программирование / Programming and Computer Software (2025) | TGRS Research Map | TGRS