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A cache-friendly sampling strategy for texture-based volume rendering on GPU

机译:在GPU上基于纹理的体绘制的缓存友好采样策略

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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.
机译:基于纹理的体绘制是一种内存密集型算法。它的性能在很大程度上取决于纹理缓存的性能。但是,大多数现有的基于纹理的体绘制方法将计算资源盲目地映射到纹理内存,并导致内存访问模式不一致,从而在某些情况下导致较低的缓存命中率。 GPU的原子调度单元的线程(例如CUDA中的32个线程的扭曲)所获取的样本之间的距离是影响纹理缓存性能的关键因素。基于这一事实,我们提出了一种新的采样策略,称为Warp Marching,用于基于纹理的体绘制的光线投射算法。深入分析了射线采样算法中不同样本组织和不同线程像素映射的影响。此外,还引入了流水线方式的颜色混合方法,并且利用了扭曲级GPU操作的功能来提高GPU上并行执行的效率。此外,Warp Marching的渲染性能与视图无关,并且在需要在低分辨率图像中渲染大动态体积的情况下,其性能优于现有的空白空间跳过技术。通过一系列的微基准测试和现实生活中的数据实验,我们严格分析了我们的采样策略,并证明了与现有采样方法相比性能的显着提高。

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