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