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Software-Based Ray Tracing for Mobile Devices

机译:基于软件的移动设备光线跟踪

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摘要

Ray tracing is a way to produce realistic images of three dimensional virtual scenes. It scales more to the number of pixels in the image than to the amount of details in the scene. This makes it an interesting application for mobile systems, which in general have smaller screens. Modern high-performance ray tracing depends on special acceleration data structures such as bounding volume hierarchies. Compressing the size of the bounding volume hierarchy leads to smaller memory bandwidth usage. This should be especially beneficial for mobile systems, which in general have smaller memory bandwidth. Compression also reduces cache misses and memory usage. Unfortunately, compression reduces the quality of the data structure, leading the ray traversal into unnecessary computations. In addition, compression increases the amount of work which needs to be carried out in the performance critical inner loop.The previous work on bounding volume hierarchy compression concentrates on inferring some of the coordinates from other coordinates or using different integer precisions. This thesis concentrates on using half-precision floating-point numbers, which have potential due to their greater dynamic range. If the halfs are too inaccurate for use as plain world coordinates, they can be used with hierarchical encoding. This restores the quality of the data structure back to original, but it requires even more work in the inner loop.Halfs reduce the whole memory usage by 7% and cache misses by 16%. Furthermore, they reduce power usage by 1.7%. The halfs’ effect on the performance is heavily dependent on the targeted hardware’s support for them. If decompression of the halfs is too slow, they will have a negative impact. Compared to integers, halfs have better performance in the so-called teapot-in-a-stadium problem.
机译:光线跟踪是一种生成三维虚拟场景逼真的图像的方法。它缩放到图像中的像素数量,而不是场景中的细节数量。这使它成为通常具有较小屏幕的移动系统的有趣应用程序。现代的高性能光线跟踪依赖于特殊的加速数据结构,例如边界体积层次结构。压缩边界卷层次结构的大小将导致较小的内存带宽使用。这对于通常具有较小内存带宽的移动系统应该特别有利。压缩还可以减少缓存未命中和内存使用。不幸的是,压缩会降低数据结构的质量,从而导致光线遍历成为不必要的计算。此外,压缩增加了性能关键的内部循环中需要执行的工作量。先前关于约束体积层次压缩的工作着重于从其他坐标中推断某些坐标或使用不同的整数精度。本文着重于使用半精度浮点数,由于它们的动态范围更大,因此具有潜力。如果半数太不精确,无法用作普通世界坐标,则可以将它们与分层编码一起使用。这样可以将数据结构的质量恢复到原始水平,但需要在内部循环中做更多的工作,一半可以将整个内存使用量减少7%,将缓存丢失率降低16%。此外,它们将功耗降低了1.7%。一半对性能的影响在很大程度上取决于目标硬件对其的支持。如果两半的减压过慢,则会产生负面影响。与整数相比,一半在所谓的“茶壶入体育场”问题中的性能更好。

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    Koskela Matias;

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  • 年度 2015
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