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

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 patte...

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Main Authors: Junpeng Wang, Fei Yang, Yong Cao
Format: Article
Language:English
Published: Elsevier 2017-06-01
Series:Visual Informatics
Subjects:
Online Access:http://www.sciencedirect.com/science/article/pii/S2468502X1730027X
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author Junpeng Wang
Fei Yang
Yong Cao
author_facet Junpeng Wang
Fei Yang
Yong Cao
author_sort Junpeng Wang
collection DOAJ
description 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.
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spelling doaj.art-46f8540dca534a4a85b20fdc78073a052022-12-22T00:48:27ZengElsevierVisual Informatics2468-502X2017-06-01129210510.1016/j.visinf.2017.08.001A cache-friendly sampling strategy for texture-based volume rendering on GPUJunpeng Wang0Fei Yang1Yong Cao2The Ohio State University, Columbus, OH 43210, USANVIDIA Semiconductor Technology (Shanghai) Co., Ltd., Shanghai, ChinaThe Boeing Company, North Charleston, SC 29418, USAThe 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.http://www.sciencedirect.com/science/article/pii/S2468502X1730027XWarp marchingTexture cache hit rateGPUVolume rendering
spellingShingle Junpeng Wang
Fei Yang
Yong Cao
A cache-friendly sampling strategy for texture-based volume rendering on GPU
Visual Informatics
Warp marching
Texture cache hit rate
GPU
Volume rendering
title A cache-friendly sampling strategy for texture-based volume rendering on GPU
title_full A cache-friendly sampling strategy for texture-based volume rendering on GPU
title_fullStr A cache-friendly sampling strategy for texture-based volume rendering on GPU
title_full_unstemmed A cache-friendly sampling strategy for texture-based volume rendering on GPU
title_short A cache-friendly sampling strategy for texture-based volume rendering on GPU
title_sort cache friendly sampling strategy for texture based volume rendering on gpu
topic Warp marching
Texture cache hit rate
GPU
Volume rendering
url http://www.sciencedirect.com/science/article/pii/S2468502X1730027X
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