Title
A cache-friendly sampling strategy for texture-based volume rendering on GPU.
Abstract
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.
Year
DOI
Venue
2017
10.1016/j.visinf.2017.08.001
Visual Informatics
Keywords
Field
DocType
Warp marching,Texture cache hit rate,GPU,Volume rendering
Volume rendering,CUDA,Cache,Scheduling (computing),Computer science,Parallel computing,Thread (computing),Texture memory,Sampling (statistics),Rendering (computer graphics)
Journal
Volume
Issue
ISSN
1
2
2468-502X
Citations 
PageRank 
References 
1
0.35
17
Authors
3
Name
Order
Citations
PageRank
Junpeng Wang110110.27
Fei Yang22114.49
Yong Cao36810.33