基于流水线的运行时设计在异构系统上高效合成光场渲染

Chih-Chen Kao, Liang-Chi Tseng, W. Hsu
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引用次数: 2

摘要

由于虚拟现实等图形应用的需求日益增长,实时全局照明的研究兴趣日益增加。近年来,结合基于图像的渲染(IBR)和光线追踪(Ray-Tracing)来创建合成光场(SLF)的设计已被广泛采用,以在可接受的帧速率下为多视点提供精致的视觉体验。然而,尽管具有并行特性,由于不规则性,在现代图形处理单元(GPU)上构建SLF仍然效率低下。例如,分支分歧、提前终止和不规则内存访问导致的问题会延长执行时间,而这些问题不能简单地通过工作负载合并来解决。在本文中,我们提出了一种运行时设计,该设计将执行重新组织为基于管道的模式,并对初级射线进行分组。通过这种方法,有效射线的数量可以保持在一个较高的水平,并且路径的散度较小。通过在异构系统上的实验,吞吐量平均提高了2.48倍。
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Efficient Synthetic Light Field Rendering on Heterogeneous Systems Using a Pipeline-Based Runtime Design
The research interest of real-time global illumination has increased due to the growing demand of graphics applications such as virtual reality. Recently, the design that combines Image-based rendering (IBR) and Ray-Tracing to create Synthetic Light Field (SLF) has been widely adopted to provide delicate visual experience for multiple viewpoints at an acceptable frame rate. However, despite its parallel characteristic, constructing a SLF is still inefficient on modern Graphics Processing Unit (GPU) due to the irregularities. For instance, the issues caused by branch divergence, early-termination and irregular memory access prolong the execution time that cannot be simply resolved by workload merging. In this paper, we proposed a Runtime design that reorganizes the execution into a pipeline-based pattern with grouping of primary rays. With this approach, the number of valid rays can be maintained at a high level with less divergence of paths. Based on the experiment on a heterogeneous system, the throughput becomes 2.48 times higher than the original on average.
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