Understanding the efficiency of ray traversal on GPUs

Timo Aila, S. Laine
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引用次数: 488

Abstract

We discuss the mapping of elementary ray tracing operations---acceleration structure traversal and primitive intersection---onto wide SIMD/SIMT machines. Our focus is on NVIDIA GPUs, but some of the observations should be valid for other wide machines as well. While several fast GPU tracing methods have been published, very little is actually understood about their performance. Nobody knows whether the methods are anywhere near the theoretically obtainable limits, and if not, what might be causing the discrepancy. We study this question by comparing the measurements against a simulator that tells the upper bound of performance for a given kernel. We observe that previously known methods are a factor of 1.5--2.5X off from theoretical optimum, and most of the gap is not explained by memory bandwidth, but rather by previously unidentified inefficiencies in hardware work distribution. We then propose a simple solution that significantly narrows the gap between simulation and measurement. This results in the fastest GPU ray tracer to date. We provide results for primary, ambient occlusion and diffuse interreflection rays.
理解gpu上光线遍历的效率
我们讨论了基本射线追踪操作的映射——加速结构遍历和基本相交——到宽SIMD/SIMT机器上。我们的重点是NVIDIA gpu,但一些观察结果应该也适用于其他宽机器。虽然已经发布了几种快速GPU跟踪方法,但实际上对它们的性能知之甚少。没有人知道这些方法是否接近理论上可达到的极限,如果不是,是什么导致了这种差异。我们通过将测量结果与模拟器进行比较来研究这个问题,模拟器可以告诉给定内核的性能上限。我们观察到,以前已知的方法与理论最优值相差1.5- 2.5倍,而且大部分差距不是由内存带宽解释的,而是由以前未确定的硬件工作分配效率低下造成的。然后,我们提出了一个简单的解决方案,显着缩小模拟和测量之间的差距。这产生了迄今为止最快的GPU光线追踪器。我们提供了主要,环境遮挡和漫射互反射光线的结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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