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GPU Accelerated Path Tracing of Massive Scenes

机译:GPU加速大规模场景的路径追踪

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This article presents a solution to path tracing of massive scenes on multiple GPUs. Our approach analyzes the memory access pattern of a path tracer and defines how the scene data should be distributed across up to 16 GPUs with minimal effect on performance. The key concept is that the parts of the scene that have the highest amount of memory accesses are replicated on all GPUs. We propose two methods for maximizing the performance of path tracing when working with partially distributed scene data. Both methods work on the memory management level and therefore path tracer data structures do not have to be redesigned, making our approach applicable to other path tracers with only minor changes in their code. As a proof of concept, we have enhanced the open-source Blender Cycles path tracer. The approach was validated on scenes of sizes up to 169 GB. We show that only 1-5% of the scene data needs to be replicated to all machines for such large scenes. On smaller scenes we have verified that the performance is very close to rendering a fully replicated scene. In terms of scalability we have achieved a parallel efficiency of over 94% using up to 16 GPUs.
机译:本文介绍了在多个GPU上路径追踪大规模场景的解决方案。我们的方法分析了路径跟踪器的存储器访问模式,并定义了如何在最多16个GPU上分布场景数据,这对性能的影响最小。关键概念是,在所有GPU上复制具有最高内存访问量的场景的部分。我们提出了两种方法,可以在使用部分分布式场景数据时最大化路径跟踪的性能。这两种方法都在存储器管理级别工作,因此路径跟踪数据结构不必重新设计,使我们的方法适用于其他路径示踪剂,其代码中只有微小的变化。作为一个概念证明,我们已经增强了开源搅拌机循环路径示踪剂。该方法在尺寸高达169 GB的场景上验证。我们表明,只需要将1-5%的现场数据复制到所有机器中的所有机器。在较小的场景上,我们已经验证了性能非常接近渲染完全复制的场景。在可扩展性方面,我们使用高达16个GPU实现了超过94%的平行效率。

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