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Computation-to-core mapping strategies for iso-surface volume rendering on GPUs

机译:在GPU上进行等值面体渲染的计算到核心的映射策略

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Ray casting algorithm is a major component of the direct volume rendering, which exhibits inherent parallelism, making it suitable for graphics processing units (GPUs). However, blindly mapping the ray casting algorithm on a GPU's complex parallel architecture can result in a magnitude of performance loss. In this paper, a novel computation-to-core mapping strategy, called Warp Marching, for the texture-based iso-surface volume rendering is introduced. We evaluate and compare this new strategy with the most commonly used existing mapping strategy. Texture cache performance and load balancing are the two major evaluation factors since they have significant consequences on the overall rendering performance. Through a series of real-life data experiments, we conclude that the texture cache performances of these two computation-to-core mapping strategies are significantly affected by the viewing direction; and the Warp Marching performs better in balancing workloads among threads and concurrent hardware components of a GPU.
机译:射线投射算法是直接体绘制的主要组成部分,它表现出固有的并行性,使其适用于图形处理单元(GPU)。但是,将光线投射算法盲目映射到GPU的复杂并行体系结构上可能会导致性能损失。在本文中,介绍了一种用于基于纹理的等值面体绘制的新颖的“计算-核心”映射策略,称为“ Warp Marching”。我们评估此新策略并将其与最常用的现有映射策略进行比较。纹理缓存性能和负载平衡是两个主要评估因素,因为它们对整体渲染性能有重大影响。通过一系列现实生活中的数据实验,我们得出结论,这两种计算核心映射策略的纹理缓存性能会受到查看方向的显着影响。 Warp Marching在平衡GPU的线程和并发硬件组件之间的工作负载方面表现更好。

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