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

机译:在GPU上基于纹理的射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:作为体绘制的主要组成部分,射线投射算法需要占用大量内存。但是,大多数现有的基于纹理的体绘制方法将计算资源盲目地映射到纹理内存,并导致访问模式不一致,从而在某些情况下导致较低的缓存命中率。 GPU的同一调度单元(例如,CUDA中的32个线程的扭曲)的线程所获取的样本之间的距离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采样策略,即经纱行进,它显示了一种新颖的计算核心映射。此外,还引入了双缓冲区方法,并利用特殊的GPU操作来提高并行执行的效率。为了在旋转体积时保持大致恒定的渲染性能,我们更改了扭曲行进算法,以便可以沿体积的不同方向进行采样。结果,在不同观看方向上变化的纹理缓存命中率被平均。通过一系列的微基准测试和现实生活中的数据实验,我们严格地分析了我们的采样策略,并证明了与现有采样方法相比性能的显着提高。

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