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Fast BVH Construction on GPUs (Eurographics 2009) Park, Soonchan KAIST (Korea Advanced Institute of Science and Technology)
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2 Contents ● What is BVH ● Motivation ● Three Algorithm to Construct BVH ● LBVH ● SAH Hierarchy Construction ● Hybrid GPU Construction Algorithm ● Results & Analysis
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3 Contents ● What is BVH ● Motivation ● Three Algorithm to Construct BVH ● LBVH ● SAH Hierarchy Construction ● Hybrid GPU Construction Algorithm ● Results & Analysis
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4 What is BVH? ● Bounding Volume Hierarchy ● A tree structure on a set of geometric objects ● “Fast Computation” ● Ray tracing ● Collision detection ● Visibility Culling
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5 What is BVH? ● Issues of BVH construction ● Construction Time ● Effectiveness of Construction ● How much improvement BVH makes –Median Subdivision & Surface Area Heuristic
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6 Motivation ● BVH Construction Almost all prior works are about “Purely serial construction algorithms” Make Efficient Parallel algorithms! on manycore processors How to make processes of BVH construction appropriate for parallel computation
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7 Contents ● What is BVH ● Motivation ● Three Algorithm to Construct BVH ● LBVH ● SAH Hierarchy Construction ● Hybrid GPU Construction Algorithm ● Results & Analysis
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8 Contents ● What is BVH ● Motivation ● Three Algorithm to Construct BVH ● LBVH ● SAH Hierarchy Construction ● Hybrid GPU Construction Algorithm ● Results & Analysis
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9 LBVH ● Linear Bounding Volume Hierarchy ● Simplest approach to parallelizing BVH Construction ● Sorting input primitives by Morton Codes ● BVH Construction Sorting ( O(nlogn) )
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10 Morton Codes (Z-order) ● Space-filling curve ● Morton Codes (Z-order) ● Good locality-preserving ● Express space as bits
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11 Morton Codes (Z-order)
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12 LBVH ● Linear B.V.H. ● Sorting primitives along the curve parallel radix sort [SHG08] ● Each primitive has bit expression of position ● How to make the Hierarchy?
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13 LBVH ● Make Hierarchy ● Test all Primitive i with Primitive i+1 ● What levels they are separated ● Make list ( (Primitive index), ( separate level) ) ● Resort the list by level We can have intervals at each level!
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14 Example (6, 1) (3, 2) (6, 2) (2,3) (3,3) (4,3) (5,3) (6,3) (7,3) (1,4) (2,4) (3,4) (4,4) (5,4) (6,4) (7,4) Split list (Prim.Index, Separate Lev.)
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15 7 8 1 2 3 4 5 6 LEVEL 1 1 2 3 4 5 6 7 8
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16 7 8 1 2 3 4 5 6 123 456 LEVEL 1 LEVEL 2 1 2 3 4 5 6 7 8
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17 7 8 1 2 3 4 5 6 123 456 3 12 4 5 678 LEVEL 1 LEVEL 2 LEVEL 3 1 2 3 4 5 6 7 8
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18 7 8 1 2 3 4 5 6 123 456 3 12 4 5 678 12 LEVEL 1 LEVEL 2 LEVEL 3 LEVEL 4 1 2 3 4 5 6 7 8
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20 LBVH ● Pros ● Very fast – same complexity as sorting ● + we use parallel radix sort [SHG 08] ● Cons ● Constructed Hierarchy is not optimized ● It uniformly subdivides space at the median ● Leaf can has multiple primitives
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21 Contents ● What is BVH ● Motivation ● Three Algorithm to Construct BVH ● LBVH ● SAH Hierarchy Construction ● Hybrid GPU Construction Algorithm ● Results & Analysis
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22 What is SAH ● Surface Area Heuristic ● Answer for optimized architecture ● “which of a number of partitions of primitives will be better? ● “which of a number of possible positions to split space will be better?”
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23 What is SAH ● SAH optimized construction can also be achieved in O(nlogn) [WH06] ● Processes for SAH ● Recursively splitting the set of geometric primitives (usually two parts per step-binary tree) ● Evaluate with “cost function” ● Cost function can be defined ● Find the one with lowest cost ● Check all possible split position can be costly ● Sampling method can be applied
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24 GPU SAH Construction ● Breadth-first construction using work queues ● Parallelization! Input queue Output queue
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25 Data-Parallel SAH Split ● Two steps for performing SAH split ● Determine the best split position by evaluating the SAH ● Reorder the primitives ( corresponds to the new split )
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26 Data-Parallel SAH Split ● Determine the best split position ● Approximate SAH computation ● Generate k uniformly sampled split candidates for three axes ( test all the samples in parallel by using 3k threads ) ● Each thread computes the SAH cost for its split candidate ● Find split candidate with lowest cost ● Reorder the Primitives ● In corresponds to the new splits ● Only reorder the indices ● No copy of geometry
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27 Small Split Operation ● Two main bottleneck ● Initial split at the top level of hierarchy is very slow ● Large # of primitives at Top level –By using hybrid method (discussed later) ● Large # of small splits at Low level ● Problems ● Higher compaction costs generated by large # of splits ● Vector utilizing is low (Few primitive per split) ● Large # of small size of split makes problem Use different split kernel for small size
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28 Small Split Operation ● Main Idea ● Set Thresh hold to define “Small split” ● Depends on geometry data & cache size (32) ● Use processor’s local memory ● to maintain a local work queue ● Keep all the geometric primitives ● Pros ● Reduce memory bandwidth ● Decrease # of Thread ● Maximize utilization of vector operation ● Avoid waiting for memory access 15~20% speed up
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29 Small Split Operation Times # of active splits Level of splits
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30 Contents ● What is BVH ● Motivation ● Three Algorithm to Construct BVH ● LBVH ● SAH Hierarchy Construction ● Hybrid GPU Construction Algorithm ● Results & Analysis
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31 Hybrid GPU Construction Algorithm ● LBVH ● Not optimized at last ● Shallow hierarchy ● Large # of primitives at the leafs ● But FAST ● Problem of GPU SAH Construction ● Relatively Slow ● Overhead at first level ● But it can build optimized hierarchy ● Solution ● Top level use LBVH ● Others use GPU SAH Construction
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32 Contents ● What is BVH ● Motivation ● Three Algorithm to Construct BVH ● LBVH ● SAH Hierarchy Construction ● Hybrid GPU Construction Algorithm ● Results & Analysis
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33 Results ● Render several scenes ● Comparing with other environments ● One-core not optimized CPU SAH ● Full SAH ● Standard CPU BVH ray tracer using ray packets ● Compare with ● Construction time, Well Optimized, fps
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34 Results Construction Time Absolute/relative r.t. perf.
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35 Results Construction Time Absolute/relative r.t. perf.
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36 Results Construction Time Absolute/relative r.t. perf.
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37 Results ● GPU SAH ● Show better performance than CPU SAH ● Good optimization ● LBVH ● Fast, not optimized ● Scene dependent ● Hybrid ● Middle of GPU SAH & LBVH ● can be customized
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38 Analysis ● Current GPU architecture several features for constructing hierarchy ● Special Graphics memory significantly higher memory bandwidth ● Manage fast local memory ● Discussed in Small Split Operation ● Memory ● 113 bytes/triangle ● Worst case: when one triangle per leaf It allows multi-million triangle models on current GPU
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39 Analysis ● Bottleneck Analysis Core overhead Memory overhead
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40 Analysis ● Time Distribution *Rest = read/write BVH node information, setting up splits, join rest of steps “Note that Hybrid build is 10 times faster” Full SAH buildHybrid build
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41 Video ● Youtube Video Youtube Video
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42 Reference ● [SHG08] SATISH N., HARRIS M., GARLAND M.: Designing efficient sorting algorithms for manycore GPUs. Under review (2008). ● [WH06] WALD I., HAVRAN V.: On building fast kd-trees for ray tracing, and on doing that in O(N log N). In Proc. of IEEE Symp.on Interactive Ray Tracing (2006), pp. 61–69.
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