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Cache-aware sampling strategies for texture-based ray casting on GPU

机译:GPU上基于纹理的光线投射的缓存感知采样策略

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As a major component of volume rendering, the ray casting algorithm is memory-intensive. However, most existing texture-based volume rendering methods blindly map computational resources to texture memory and result in an incoherent access pattern, causing low cache hit rates in certain cases. The distance between samples taken by threads of the same scheduling unit (e.g. a warp of 32 threads in CUDA), of the GPU is a major factor that affects the texture cache hit rate. Based on this fact, we present a new sampling strategy, i.e. warp marching, which displays a novel computation-to-core mapping. In addition, a double buffer approach is introduced and special GPU operations are leveraged to improve the efficiency of parallel executions. To keep a roughly constant rendering performance when rotating the volume, we change our warp marching algorithm, so that samples can be taken along different directions of the volume. As a result, varying texture cache hit rates in different viewing directions are averaged out. Through a series of micro-benchmarking and real-life data experiments, we rigorously analyze our sampling strategies, and demonstrate significant performance enhancements over existing sampling methods.
机译:作为体积渲染的主要成分,光线铸造算法是内存密集型的。然而,大多数现有的基于纹理的卷渲染方法将计算资源盲目地将计算资源映射到纹理存储器,并导致不连贯的访问模式,在某些情况下导致低高速缓存命中率。通过相同调度单元的线程拍摄的样本之间的距离(例如,GPU的32个线程的扭曲)是影响纹理缓存命中率的主要因素。基于这一事实,我们提出了一种新的抽样策略,即扭曲行进,显示了一个新颖的计算到核心映射。此外,引入了双缓冲方法,并利用特殊的GPU操作来提高平行执行的效率。为了在旋转音量时保持大致持续的渲染性能,我们改变了我们的经线行进算法,从而可以沿着卷的不同方向截取样本。结果,在不同观看方向上的变化纹理缓存命中率被平均出来。通过一系列微基准和现实生活数据实验,我们严格分析了我们的采样策略,并表现出对现有采样方法的显着性能增强。

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