Analysis of Cache Behavior and Performance of Different BVH Memory Layouts for Tracing Incoherent Rays
With CPUs moving towards many-core architectures and GPUs becoming more general purpose architectures, path tracing can now be well parallelized on commodity hardware. While parallelization is trivial in theory, properties of real hardware make efficient parallelization difficult, especially when tracing incoherent rays. We investigate how different bounding volume hierarchy (BVH) and node memory layouts as well as storing the BVH in different memory areas impacts the ray tracing performance of a GPU path tracer. We optimize the BVH layout using information gathered in a pre-processing pass applying a number of different BVH reordering techniques. Depending on the memory area and scene complexity, we achieve moderate speedups.
- Analysis of Cache Behavior and Performance of Different BVH Memory Layouts for Tracing Incoherent Rays [Preprint](PDF, 366K)
Dominik Wodniok, André Schulz, Sven Widmer, and Michael Goesele
In: Proceedings of the Eurographics Symposium on Parallel Graphics and Visualization (EGPGV 2013), Girona, Spain, 2013
Copyright EUROGRAPHICS, 2013. This is the authors' version of the work. It is posted here by permission of EUROGRAPHICS for your personal use.
Not for redistribution. The definitive version is available at http://diglib.eg.org/.
- Extended Data Collection: Analysis of Cache Behavior and Performance of Different BVH Memory Layouts for Tracing Incoherent Rays [Report](PDF, 2.91MB)
André Schulz, Sven Widmer, Dominik Wodniok, and Michael Goesele
Technical Report 13rp003-GRIS, 2013
Includes results for Tesla C2070, GTX 680 and Tesla K20c.