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RenderAnts

机译:渲染蚂蚁

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摘要

We present RenderAnts, the first system that enables interactive Reyes rendering on GPUs. Taking RenderMan scenes and shaders as input, our system first compiles RenderMan shaders to GPU shaders. Then all stages of the basic Reyes pipeline, including bounding/splitting, dicing, shading, sampling, compositing and filtering, are executed on GPUs using carefully designed data-parallel algorithms. Advanced effects such as shadows, motion blur and depth-of-field can also be rendered. In order to avoid exhausting GPU memory, we introduce a novel dynamic scheduling algorithm to bound the memory consumption during rendering. The algorithm automatically adjusts the amount of data being processed in parallel at each stage so that all data can be maintained in the available GPU memory. This allows our system to maximize the parallelism in all individual stages of the pipeline and achieve superior performance. We also propose a multi-GPU scheduling technique based on work stealing so that the system can support scalable rendering on multiple GPUs. The scheduler is designed to minimize inter-GPU communication and balance workloads among GPUs.
机译:我们呈现渲染书,这是一个启用在GPU上的交互式reyes渲染的第一个系统。将RenderMan场景和着色器拍摄为输入,我们的系统首先将林曼着色器编译为GPU着色器。然后,使用仔细设计的数据并行算法,在GPU上执行所有基本reyes管道的所有阶段,包括边界/分裂,切割,色调,采样,复合和滤波。也可以呈现阴影,运动模糊和景深等高级效果。为了避免耗尽GPU存储器,我们介绍了一种新颖的动态调度算法,以在渲染过程中绑定内存消耗。该算法自动调整每个阶段并行处理的数据量,以便所有数据都可以保持在可用的GPU存储器中。这允许我们的系统在管道的所有单个阶段中最大化并行性并实现卓越的性能。我们还提出了一种基于工作窃取的多GPU调度技术,以便系统可以支持多个GPU上的可扩展渲染。调度程序旨在最大限度地减少GPU间通信和GPU之间的工作负载。

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