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A schema is a mental framework that helps individuals organize and interpret information. Schemata, formed from previous experiences, influence how we process new information: how we encode it, the inferences we make, and how we retrieve it. For instance, a schema for what a typical classroom looks like might include desks, a teacher's desk, a whiteboard, and students in such an environment. This expectation helps us quickly understand and navigate new classrooms without needing to analyze each...

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Photorealistic Learned Landscapes for Augmented Reality
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Published on: June 27, 2025

Memory-Scalable GPU Spatial Hierarchy Construction.

Qiming Hou, Xin Sun, Kun Zhou

    IEEE Transactions on Visualization and Computer Graphics
    |June 10, 2010
    PubMed
    Summary
    This summary is machine-generated.

    This study introduces a partial breadth-first search (PBFS) order for GPU-accelerated spatial hierarchy construction. PBFS significantly reduces memory consumption, enabling interactive performance for complex models and large scenes.

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    Area of Science:

    • Computer Graphics
    • Parallel Computing
    • Geometric Modeling

    Background:

    • Breadth-first search (BFS) construction order for GPU spatial hierarchies offers high performance but suffers from excessive memory usage, limiting interactive applications with complex models.
    • High memory consumption of BFS hinders the construction of spatial hierarchies for models exceeding a few million triangles on GPUs.

    Purpose of the Study:

    • To introduce a partial breadth-first search (PBFS) construction order to mitigate memory consumption while maintaining high performance in GPU-based spatial hierarchy construction.
    • To adapt PBFS for kd-tree and bounding volume hierarchy (BVH) construction algorithms, enhancing scalability and handling of complex and large-scale models.

    Main Methods:

    • Applied the PBFS order to kd-tree construction, balancing parallelism and memory usage, and implemented memory allocation strategies to reduce fragmentation.
    • Developed an out-of-core BVH construction algorithm using PBFS, transferring nodes to CPU memory iteratively to manage GPU memory constraints for very large scenes.

    Main Results:

    • The PBFS-based kd-tree algorithm efficiently controls peak memory, scales with GPU memory, and constructs large kd-trees at interactive rates on low-memory GPUs (1 GB).
    • The PBFS-based out-of-core BVH algorithm successfully constructs hierarchies for scenes with up to 20 million triangles, significantly exceeding the capacity of previous GPU algorithms.
    • Achieved an order of magnitude greater scalability for kd-tree construction compared to existing algorithms within a given GPU memory bound.

    Conclusions:

    • PBFS is an effective strategy for optimizing memory usage and performance in GPU-accelerated spatial hierarchy construction, enabling interactive rates for complex models.
    • The proposed PBFS-based algorithms significantly enhance the scalability of constructing kd-trees and out-of-core BVHs, allowing for the processing of much larger datasets than previously possible on GPUs.