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

机译:GPU上的ISO-Surface Volume渲染的计算到核心映射策略

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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:光线铸造算法是直接音量渲染的主要组成部分,其展示了固有的并行性,使其适用于图形处理单元(GPU)。然而,盲目地映射在GPU的复杂并行架构上的光线铸造算法可以导致性能损失的大小。本文介绍了一种新颖的计算到核心映射策略,称为WARP行进,用于基于纹理的ISO表面体积渲染。我们评估并使用最常用的现有映射策略进行评估并比较这一新策略。纹理缓存性能和负载平衡是两个主要的评估因子,因为它们对整体渲染性能具有重大后果。通过一系列现实生活数据实验,我们得出结论,这两个计算到核心映射策略的纹理缓存表现受到观察方向的显着影响;并且经线行进在衡量线程和GPU的并发硬件组件之间平衡工作负载方面表现更好。

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