Efficient histogram generation using scattering on GPUs

T. Scheuermann, J. Hensley
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引用次数: 106

Abstract

We present an efficient algorithm to compute image histograms entirely on the GPU. Unlike previous implementations that use a gather approach, we take advantage of scattering data through the vertex shader and of high-precision blending available on modern GPUs. This results in fewer operations executed per pixel and speeds up the computation. Our approach allows us to create histograms with arbitrary numbers of buckets in a single rendering pass, and avoids the need for any communication from the GPU back to the CPU: The histogram stays in GPU memory and is immediately available for further processing. We discuss solutions to dealing with the challenges of implementing our algorithm on GPUs that have limited computational and storage precision. Finally, we provide examples of the kinds of graphics algorithms that benefit from the high performance of our histogram generation approach.
高效的直方图生成使用gpu散射
我们提出了一种完全在GPU上计算图像直方图的有效算法。与之前使用收集方法的实现不同,我们利用了通过顶点着色器散射数据和现代gpu上可用的高精度混合。这导致每个像素执行的操作更少,并加快了计算速度。我们的方法允许我们在单个渲染通道中创建具有任意数量桶的直方图,并且避免了从GPU返回到CPU的任何通信的需要:直方图保留在GPU内存中,可以立即用于进一步处理。我们讨论了解决方案,以应对在gpu上实现我们的算法的挑战,这些gpu具有有限的计算和存储精度。最后,我们提供了受益于我们的直方图生成方法的高性能的各种图形算法的示例。
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