DocumentCode
229055
Title
Cache-aware sampling strategies for texture-based ray casting on GPU
Author
Junpeng Wang ; Fei Yang ; Yong Cao
Author_Institution
Virginia Tech, Blacksburg, VA, USA
fYear
2014
fDate
9-10 Nov. 2014
Firstpage
19
Lastpage
26
Abstract
As a major component of volume rendering, the ray casting algorithm is memory-intensive. However, most existing texture-based volume rendering methods blindly map computational resources to texture memory and result in an incoherent access pattern, causing low cache hit rates in certain cases. The distance between samples taken by threads of the same scheduling unit (e.g. a warp of 32 threads in CUDA), of the GPU is a major factor that affects the texture cache hit rate. Based on this fact, we present a new sampling strategy, i.e. warp marching, which displays a novel computation-to-core mapping. In addition, a double buffer approach is introduced and special GPU operations are leveraged to improve the efficiency of parallel executions. To keep a roughly constant rendering performance when rotating the volume, we change our warp marching algorithm, so that samples can be taken along different directions of the volume. As a result, varying texture cache hit rates in different viewing directions are averaged out. 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.
Keywords
benchmark testing; cache storage; graphics processing units; image sampling; image texture; parallel processing; rendering (computer graphics); resource allocation; scheduling; CUDA; GPU operation; blind computational resource mapping; cache-aware sampling strategies; computation-to-core mapping; double buffer approach; incoherent access pattern; memory-intensive ray casting algorithm; microbenchmarking; parallel execution; rendering performance; sampling strategy; scheduling unit; texture cache hit rate; texture memory; texture-based ray casting; texture-based volume rendering method; warp marching algorithm; Algorithm design and analysis; Benchmark testing; Casting; Graphics processing units; Instruction sets; Message systems; Rendering (computer graphics);
fLanguage
English
Publisher
ieee
Conference_Titel
Large Data Analysis and Visualization (LDAV), 2014 IEEE 4th Symposium on
Conference_Location
Paris
Type
conf
DOI
10.1109/LDAV.2014.7013200
Filename
7013200
Link To Document