
Table 2: Performance breakdown of the 65536 light culling case with ray tracing. To demonstrate the effectiveness of the
hierarchy layer and entry sorting, variations of the implicit grid data structure with and without these features are listed in the
table. The build time is split into 4 steps: “Sort”, “Range”, “Bitmask”, and “Hierarchy”. These refer to build steps 1, 2, 3,
and 4 as listed in Section 3.2. “Render” is the time spent in ray tracing, and “Total” is the sum of all build steps and rendering
time. All times are in milliseconds.
Sort Range Bitmask Hierarchy Render Total
Unsorted without hierarchy N/A 0.012 0.098 N/A 25.2 25.3
Unsorted with hierarchy N/A 0.012 0.096 0.023 30.2 30.3
Sorted without hierarchy 0.071 0.010 0.097 N/A 28.4 28.6
Sorted with hierarchy (proposed) 0.076 0.010 0.102 0.023 8.9 9.1
faster than the closest compared structure (the decal-
rendering TLAS), and orders of magnitude faster than
3D arrays.
Although there is more variation in the results of
our rendering performance measurements, we also
demonstrate that hierarchical bitmask implicit grids
can either match or exceed the compared methods
in performance: At its best, our method can deliver
over double the rendering performance, as seen in the
multi-view light culling measurements. In the decal
rendering case with ray tracing, our method gains an
edge over the TLAS method due to having higher per-
formance at lower decal counts and generating correct
output at higher decal counts by not imposing a limit
on overlapping decals.
Due to the positive results in the light culling and
decal rendering use cases, we believe that hierarchical
bitmask implicit grids could also be highly beneficial
in many other GPU applications, warranting further
research in various use cases.
ACKNOWLEDGEMENTS
This work was supported by the Academy of Finland
under Grant 325530 and Grant 351623.
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