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Workload distribution for ray tracing in multi-core systems

机译:多核系统中光线跟踪的工作负载分配

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摘要

One of the features that made interactive ray tracing possible over the last few years was the careful exploitation of the computational power and parallelism available on modern multicore processors. Multithreaded interactive ray tracing engines have to share the workload (rays to be processed) among rendering threads. This may be achieved by storing tasks on a shared FIFO-queue, accessed by all threads. Accessing this shared data structure requires a data access control mechanism, which ensures that the data structure is not corrupted. This access mechanism must incur minimal overheads such that performance is not penalized. This paper proposes a lock-free data access control mechanism to such queue, which avoids all locks by carefully reordering instructions. This techniqueis compared with a classical lock-based approach and with a conservative local technique, where each threadmaintains its local queue of tasks and shares nothing with other threads. Although the local approach outperformsthe other two due to very good load balancing conditions, we demonstrate that the lock-free approach outperformsthe lock-based one for large processor counts. Efficient and reliable sharing of data structures within a sharedmemory system is becoming a very relevant problem with the advent of many core processors. Lock free approaches are a promising manner of achieving such goal.
机译:在过去的几年中,使交互式光线跟踪成为可能的功能之一是对现代多核处理器上可用的计算能力和并行性的谨慎利用。多线程交互式光线跟踪引擎必须在渲染线程之间共享工作量(要处理的光线)。这可以通过将任务存储在所有线程访问的共享FIFO队列中来实现。访问此共享数据结构需要数据访问控制机制,以确保数据结构不会损坏。这种访问机制必须产生最小的开销,以免降低性能。本文针对这种队列提出了一种无锁数据访问控制机制,该机制通过仔细地重新排序指令来避免所有锁。将该技术与经典的基于锁的方法和保守的本地技术进行了比较,在保守的本地技术中,每个线程都维护其本地任务队列,并且与其他线程不共享任何内容。尽管由于良好的负载平衡条件,本地方法的性能优于其他两种方法,但我们证明,对于大量的处理器,无锁方法的性能优于基于锁的方法。随着许多核心处理器的出现,在共享内存系统中高效可靠地共享数据结构正成为一个非常相关的问题。无锁方法是实现该目标的一种有前途的方式。

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