Fast GPU bounding boxes on tree-structured scenes
Raph Levien

TL;DR
This paper introduces a fast GPU algorithm for computing bounding boxes in tree-structured scenes, significantly accelerating high-performance rendering tasks by leveraging a novel parentheses matching approach.
Contribution
It presents a new parallel GPU algorithm for bounding box computation in tree-structured scenes, based on a core parentheses matching problem, with practical implementation and performance validation.
Findings
Dramatic speedup over CPU implementation
Achieves a significant fraction of GPU theoretical throughput
Algorithm generalizes to other domains like parsing
Abstract
Computation of bounding boxes is a fundamental problem in high performance rendering, as it is an input to visibility culling and binning operations. In a scene description structured as a tree, clip nodes and blend nodes entail intersection and union of bounding boxes, respectively. These are straightforward to compute on the CPU using a sequential algorithm, but an efficient, parallel GPU algorithm is more elusive. This paper presents a fast and practical solution, with a new algorithm for the classic parentheses matching problem at its core. The core algorithm is presented abstractly (in terms of a PRAM abstraction), then with a concrete mapping to the thread, workgroup, and dispatch levels of real GPU hardware. The algorithm is implemented portably using compute shaders, and performance results show a dramatic speedup over a sequential CPU version, and indeed a reasonable fraction…
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Taxonomy
TopicsComputer Graphics and Visualization Techniques · Advanced Image and Video Retrieval Techniques · Advanced Vision and Imaging
