Computation-to-core mapping strategies for iso-surface volume rendering on GPUs

Junpeng Wang, Fei Yang, Yong Cao
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引用次数: 4

Abstract

Ray casting algorithm is a major component of the direct volume rendering, which exhibits inherent parallelism, making it suitable for graphics processing units (GPUs). However, blindly mapping the ray casting algorithm on a GPU's complex parallel architecture can result in a magnitude of performance loss. In this paper, a novel computation-to-core mapping strategy, called Warp Marching, for the texture-based iso-surface volume rendering is introduced. We evaluate and compare this new strategy with the most commonly used existing mapping strategy. Texture cache performance and load balancing are the two major evaluation factors since they have significant consequences on the overall rendering performance. Through a series of real-life data experiments, we conclude that the texture cache performances of these two computation-to-core mapping strategies are significantly affected by the viewing direction; and the Warp Marching performs better in balancing workloads among threads and concurrent hardware components of a GPU.
gpu等面体绘制的计算到核映射策略
光线投射算法是直接体绘制的重要组成部分,它具有内在的并行性,适合于图形处理单元(gpu)。然而,盲目地将光线投射算法映射到GPU复杂的并行架构上可能会导致巨大的性能损失。本文介绍了一种新的基于纹理的等面体绘制的从计算到核心的映射策略,称为Warp Marching。我们将这个新策略与最常用的现有映射策略进行评估和比较。纹理缓存性能和负载平衡是两个主要的评估因素,因为它们对整体渲染性能有重要影响。通过一系列的实际数据实验,我们得出结论,这两种计算到核映射策略的纹理缓存性能受到观看方向的显著影响;Warp Marching在GPU的线程和并发硬件组件之间平衡工作负载方面表现更好。
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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