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Understanding the efficiency of ray traversal on GPUs

Published:01 August 2009Publication History

ABSTRACT

We discuss the mapping of elementary ray tracing operations---acceleration structure traversal and primitive intersection---onto wide SIMD/SIMT machines. Our focus is on NVIDIA GPUs, but some of the observations should be valid for other wide machines as well. While several fast GPU tracing methods have been published, very little is actually understood about their performance. Nobody knows whether the methods are anywhere near the theoretically obtainable limits, and if not, what might be causing the discrepancy. We study this question by comparing the measurements against a simulator that tells the upper bound of performance for a given kernel. We observe that previously known methods are a factor of 1.5--2.5X off from theoretical optimum, and most of the gap is not explained by memory bandwidth, but rather by previously unidentified inefficiencies in hardware work distribution. We then propose a simple solution that significantly narrows the gap between simulation and measurement. This results in the fastest GPU ray tracer to date. We provide results for primary, ambient occlusion and diffuse interreflection rays.

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  • Published in

    cover image ACM Conferences
    HPG '09: Proceedings of the Conference on High Performance Graphics 2009
    August 2009
    185 pages
    ISBN:9781605586038
    DOI:10.1145/1572769

    Copyright © 2009 ACM

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 1 August 2009

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