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A detailed study of ray tracing performance: render time and energy cost

机译:射线追踪性能的详细研究:渲染时间和能源成本

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Optimizations for ray tracing have typically focused on decreasing the time taken to render each frame. However, in modern computer systems it may actually be more important to minimize the energy used, or some combination of energy and render time. Understanding the time and energy costs per ray can enable the user to make conscious trade-offs between image quality and time/energy budget in a complete system. To facilitate this, in this paper we present a detailed study of per-ray time and energy costs for ray tracing. Specifically, we use path tracing, broken down into distinct kernels, to carry out an extensive study of the fine-grained contributions in time and energy for each ray over multiple bounces. As expected, we have observed that both the time and energy costs are highly correlated with data movement. Especially in large scenes that do not mostly fit in on-chip caches, accesses to DRAM not only account for the majority of the energy use, but also the corresponding stalls dominate the render time.
机译:光线跟踪的优化通常集中在减少渲染每个帧所需的时间上。但是,在现代计算机系统中,实际上最小化所使用的能量或能量和渲染时间的某种组合可能更为重要。了解每条射线的时间和能量成本可以使用户在完整的系统中有意识地在图像质量和时间/能量预算之间进行权衡。为了促进这一点,在本文中,我们对射线跟踪的每射线时间和能量成本进行了详细研究。具体来说,我们使用路径跟踪(分解为不同的内核),对多次反射中每条射线在时间和能量上的细粒度贡献进行了广泛的研究。不出所料,我们已经观察到时间和能源成本都与数据移动高度相关。特别是在不太适合片上高速缓存的大型场景中,对DRAM的访问不仅占能耗的大部分,而且相应的停顿也占据了渲染时间。

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