返回
Complex shading efficiently for ray tracing on GPU
DOI:10.1007/s11042-013-1712-5.png)
摘要
En 中文
Complex shading often associates with long shaders and huge data access. To obtain good performance on current generation GPU hardware, it is necessary to design some algorithms to manage data, schedule more efficient threads, and memory access under the hierarchy of GPU memory. In this paper, we propose an approach to accelerate the rendering process for complex shaders by analyzing and sorting shading jobs according to their complexity and potential memory access. We show that by sorting these shading jobs in three levels of memory hierarchies and reorganizing threads block according to the complexity, all shading jobs are scheduled in order, and we can significantly improve cache utilization and GPU hardware utilization, especially for poor performance caused by large branching. All sorting work are processed on CPU with plentiful logic function, and can be processed in a very efficient manner, compared with the expensive compaction operation on GPU. Our experiments with this hierarchy demonstrate improvements against a SIMD packet tracing with compaction on GPU.
Keyword:
Shading
GPU
Ray tracing
期刊
IF:
3
论文数:
1.9W
被引数:
3.2W
机构
引用论文
Automatic generation of fixed-point-finding evaluators for circular, but well-defined, attribute grammars自动生成用于循环但定义明确的属性语法的定点查找评估器
High‐density lipoprotein 3 and apolipoprotein A‐I alleviate platelet storage lesion and release of platelet extracellular vesicles
Transfusion
IF0
Investigating connections between teacher identity and pedagogy in a content-based classroom
System
IF0

