{"title":"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","authors":"Chih-Chen Kao, Liang-Chi Tseng, W. Hsu","doi":"10.1145/3129676.3129677","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":326100,"journal":{"name":"Proceedings of the International Conference on Research in Adaptive and Convergent Systems","volume":"31 4","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Efficient Synthetic Light Field Rendering on Heterogeneous Systems Using a Pipeline-Based Runtime Design\",\"authors\":\"Chih-Chen Kao, Liang-Chi Tseng, W. Hsu\",\"doi\":\"10.1145/3129676.3129677\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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.\",\"PeriodicalId\":326100,\"journal\":{\"name\":\"Proceedings of the International Conference on Research in Adaptive and Convergent Systems\",\"volume\":\"31 4\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-09-20\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the International Conference on Research in Adaptive and Convergent Systems\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3129676.3129677\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the International Conference on Research in Adaptive and Convergent Systems","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3129676.3129677","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.