Thinking Parallel, Part II: Tree Traversal on the GPU – NVIDIA Technical Blog News and tutorials for developers, data scientists, and IT admins 2025-03-21T20:30:26Z http://www.open-lab.net/blog/feed/ Tero Karras https://research.nvidia.com/users/tero-karras <![CDATA[Thinking Parallel, Part II: Tree Traversal on the GPU]]> http://www.parallelforall.com/?p=632 2022-08-21T23:36:49Z 2012-11-27T04:06:33Z In the first part of this series, we looked at collision detection on the GPU and discussed two commonly used algorithms that find potentially colliding pairs...]]> In the first part of this series, we looked at collision detection on the GPU and discussed two commonly used algorithms that find potentially colliding pairs...

In the first part of this series, we looked at collision detection on the GPU and discussed two commonly used algorithms that find potentially colliding pairs in a set of 3D objects using their axis-aligned bounding boxes (AABBs). Each of the two algorithms has its weaknesses: sort and sweep suffers from high execution divergence, while uniform grid relies on too many simplifying assumptions that��

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