DocumentCode :
721375
Title :
Computation-to-core mapping strategies for iso-surface volume rendering on GPUs
Author :
Junpeng Wang ; Fei Yang ; Yong Cao
Author_Institution :
Virginia Tech, Blacksburg, VA, USA
fYear :
2015
fDate :
14-17 April 2015
Firstpage :
153
Lastpage :
157
Abstract :
Ray casting algorithm is a major component of the direct volume rendering, which exhibits inherent parallelism, making it suitable for graphics processing units (GPUs). However, blindly mapping the ray casting algorithm on a GPU´s complex parallel architecture can result in a magnitude of performance loss. In this paper, a novel computation-to-core mapping strategy, called Warp Marching, for the texture-based iso-surface volume rendering is introduced. We evaluate and compare this new strategy with the most commonly used existing mapping strategy. Texture cache performance and load balancing are the two major evaluation factors since they have significant consequences on the overall rendering performance. Through a series of real-life data experiments, we conclude that the texture cache performances of these two computation-to-core mapping strategies are significantly affected by the viewing direction; and the Warp Marching performs better in balancing workloads among threads and concurrent hardware components of a GPU.
Keywords :
data visualisation; graphics processing units; image texture; parallel architectures; ray tracing; rendering (computer graphics); GPU; Warp Marching; computation-to-core mapping strategy; data visualization; graphics processing unit; isosurface volume rendering; parallel architecture; ray casting algorithm; texture cache; Casting; Graphics processing units; Hardware; Instruction sets; Load management; Rendering (computer graphics); Standards;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Visualization Symposium (PacificVis), 2015 IEEE Pacific
Conference_Location :
Hangzhou
Type :
conf
DOI :
10.1109/PACIFICVIS.2015.7156372
Filename :
7156372
Link To Document :
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