Memory-efficient volume ray tracing on GPU for radiotherapy

Bo Zhou, X. Hu, D. Chen
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引用次数: 5

Abstract

Ray tracing within a uniform grid volume is a fundamental process invoked frequently by many radiation dose calculation methods in radiotherapy. Recent advances of the graphics processing units (GPU) help real-time dose calculation become a reachable goal. However, the performance of the known GPU methods for volume ray tracing is all bounded by the memory-throughput, which leads to inefficient usage of the GPU computational capacity. This paper introduces a simple yet effective ray tracing technique aiming to improve the memory bandwidth utilization of GPU for processing a massive number of rays. The idea is to exploit the coherent relationship between the rays and match the ray tracing behavior with the underlying characteristics of the GPU memory system. The proposed method has been evaluated on 4 phantom setups using randomly generated rays. The collapsed-cone convolution/superposition (CCCS) dose calculation method is also implemented with/without the proposed approach to verify the feasibility of our method. Compared with the direct GPU implementation of the popular 3DDDA algorithm, the new method provides a speedup in the range of 1.8–2.7X for the given phantom settings. Major performance factors such as ray origins, phantom sizes, and pyramid sizes are also analyzed. The proposed technique was also shown to lead to a speedup of 1.3–1.6X over the original GPU implementation of the CCCS algorithm.
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基于GPU的高内存体积射线追踪
均匀网格体积内的射线追踪是放射治疗中许多放射剂量计算方法经常用到的基本过程。图形处理单元(GPU)的最新进展使实时剂量计算成为一个可实现的目标。然而,已知的GPU体射线追踪方法的性能都受到内存吞吐量的限制,这导致了GPU计算能力的低效使用。本文介绍了一种简单而有效的光线跟踪技术,旨在提高GPU处理大量光线时的内存带宽利用率。这个想法是利用光线之间的相干关系,并将光线追踪行为与GPU存储系统的基本特征相匹配。该方法已在4个随机生成射线的幻影装置上进行了评估。采用/不采用本文提出的方法实现了坍缩锥卷积/叠加(CCCS)剂量计算方法,以验证本文方法的可行性。与目前流行的3DDDA算法的直接GPU实现相比,对于给定的幻像设置,新方法提供了1.8 - 2.7倍的加速范围。主要的性能因素,如射线原点,幻影尺寸和金字塔尺寸也进行了分析。所提出的技术也被证明比CCCS算法的原始GPU实现的速度提高1.3 - 1.6倍。
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