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Vis Inf  2017, Vol. 1 Issue (2): 118-131    DOI: 10.1016/j.visinf.2017.08.001
论文     
面向GPU上基于纹理的体绘制的一种缓存友好的采样策略
A cache-friendly sampling strategy for texture-based volume rendering on GPU
Junpeng Wanga, Fei Yangb, Yong Caoc
aThe Ohio State University, Columbus, OH 43210, USA
bNVIDIA Semiconductor Technology (Shanghai) Co., Ltd., Shanghai, China
cThe Boeing Company, North Charleston, SC 29418, USA
 全文: PDF 
摘要:

背景:基于纹理的体绘制需占用大量的内存,算法的效率严重依赖于纹理缓存的性能。然而现有的基于纹理的体绘制方法大多盲目地将计算资源映射到纹理存储器,致使对存储器的访问模式缺乏连续性,导致在某些情况下高速缓存命中率低。

观点:GPU各原子调度单元线程所采集的样本之间的距离是影响纹理高速缓存性能的关键因素。基于这一观察,通过深入分析光线投射算法中不同样本组织方式和不同线程-像素映射的影响,我们提出了一种新的基于纹理的体绘制光线投射算法的采样策略:WarpMarching。 此外,我们还引入了流水线方式的颜色混合方法,并利用Warp-level GPU的运算能力来提升GPU并行执行的效率。

结论:通过一系列的微观基准测试和真实数据实验,我们的采样策略与现有采样方法相比,性能显著提高。

关键词: 扭曲前进纹理缓存命中率GPU体绘制    
Abstract:

The texture-based volume rendering is a memory-intensive algorithm. Its performance relies heavily on the performance of the texture cache. However, most existing texture-based volume rendering methods blindly map computational resources to texture memory and result in incoherent memory access patterns, causing low cache hit rates in certain cases. The distance between samples taken by threads of an atomic scheduling unit (e.g. a warp of 32 threads in CUDA) of the GPU is a crucial factor that affects the texture cache performance. Based on this fact, we present a new sampling strategy, called Warp Marching, for the ray-casting algorithm of texture-based volume rendering. The effects of different sample organizations and different thread-pixel mappings in the ray-casting algorithm are thoroughly analyzed. Also, a pipeline manner color blending approach is introduced and the power of warp-level GPU operations is leveraged to improve the efficiency of parallel executions on the GPU. In addition, the rendering performance of the Warp Marching is view-independent, and it outperforms existing empty space skipping techniques in scenarios that need to render large dynamic volumes in a low resolution image. Through a series of micro-benchmarking and real-life data experiments, we rigorously analyze our sampling strategies and demonstrate significant performance enhancements over existing sampling methods.

Key words: Warp marching    Texture cache hit rate    GPU    Volume rendering
出版日期: 2017-12-22
通讯作者: Junpeng Wang     E-mail: wang.7665@osu.edu
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引用本文:

Junpeng Wang, Fei Yang, Yong Cao. A cache-friendly sampling strategy for texture-based volume rendering on GPU. Vis Inf, 2017, 1(2): 118-131.

链接本文:

http://www.zjujournals.com/vi/CN/10.1016/j.visinf.2017.08.001        http://www.zjujournals.com/vi/CN/Y2017/V1/I2/118

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