kD tree construction using CUDA

Hi,
I need to construct a KD tree of bezier patches on the GPU for ray tracing. There have been many attempts to create it on the GPU but they are specific to triangles. Can the same approach be used for the patches? If so, how can it be done? Does an implementation of the same already exist on the GPU? Please send me the link for the source code or any related material.

As far as i know, KD tree is the best spatial representation for the scene but a little difficult to implement. How worse are the other simple methods like Bounding Volume hierarchy compared to KD trees.

Hi,
I need to construct a KD tree of bezier patches on the GPU for ray tracing. There have been many attempts to create it on the GPU but they are specific to triangles. Can the same approach be used for the patches? If so, how can it be done? Does an implementation of the same already exist on the GPU? Please send me the link for the source code or any related material.

As far as i know, KD tree is the best spatial representation for the scene but a little difficult to implement. How worse are the other simple methods like Bounding Volume hierarchy compared to KD trees.

Hi,

Here is a Kd tree implementation :
[url=“http://www.nvidia.com/content/nvision2008/tech_presentations/Game_Developer_Track/NVISION08-Interactive_Ray_Tracing.pdf”]http://www.nvidia.com/content/nvision2008/...Ray_Tracing.pdf[/url]

Petru