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Auto-tuning Interactive Ray Tracing using an Analytical GPU Architecture Model

Ganestam, Per LU and Doggett, Michael LU orcid (2012) GPGPU5
Abstract
This paper presents a method for auto-tuning interactive ray tracing on GPUs using a hardware model. Getting full performance from modern GPUs is a challenging task. Workloads which require a guaranteed performance over several runs must select parameters for the worst performance of all runs. Our method uses an analyti- cal GPU performance model to predict the current frame’s render- ing time using a selected set of parameters. These parameters are then optimised for a selected frame rate performance on the partic- ular GPU architecture. We use auto-tuning to determine parameters such as phong shading, shadow rays and the number of ambient oc- clusion rays. We sample a priori information about the current ren- dering load to estimate the... (More)
This paper presents a method for auto-tuning interactive ray tracing on GPUs using a hardware model. Getting full performance from modern GPUs is a challenging task. Workloads which require a guaranteed performance over several runs must select parameters for the worst performance of all runs. Our method uses an analyti- cal GPU performance model to predict the current frame’s render- ing time using a selected set of parameters. These parameters are then optimised for a selected frame rate performance on the partic- ular GPU architecture. We use auto-tuning to determine parameters such as phong shading, shadow rays and the number of ambient oc- clusion rays. We sample a priori information about the current ren- dering load to estimate the frame workload. A GPU model is run iteratively using this information to tune rendering parameters for a target frame rate. We use the OpenCL API allowing tuning across different GPU architectures. Our auto-tuning enables the render- ing of each frame to execute in a predicted time, so a target frame rate can be achieved even with widely varying scene complexities. Using this method we can select optimal parameters for the cur- rent execution taking into account the current viewpoint and scene, achieving performance improvements over predetermined parame- ters. (Less)
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author
and
organization
publishing date
type
Chapter in Book/Report/Conference proceeding
publication status
published
subject
keywords
GPU Model, Ray Tracing, Auto-tuning, OpenCL
host publication
The ACM International Conference Proceedings Series
pages
7 pages
conference name
GPGPU5
conference location
London, United Kingdom
conference dates
2012-03-03
external identifiers
  • scopus:84858791144
language
English
LU publication?
yes
id
d0ec480a-349c-47a8-b893-adfb01879f1e (old id 2374593)
date added to LUP
2016-04-04 13:04:54
date last changed
2022-02-06 17:05:44
@inproceedings{d0ec480a-349c-47a8-b893-adfb01879f1e,
  abstract     = {{This paper presents a method for auto-tuning interactive ray tracing on GPUs using a hardware model. Getting full performance from modern GPUs is a challenging task. Workloads which require a guaranteed performance over several runs must select parameters for the worst performance of all runs. Our method uses an analyti- cal GPU performance model to predict the current frame’s render- ing time using a selected set of parameters. These parameters are then optimised for a selected frame rate performance on the partic- ular GPU architecture. We use auto-tuning to determine parameters such as phong shading, shadow rays and the number of ambient oc- clusion rays. We sample a priori information about the current ren- dering load to estimate the frame workload. A GPU model is run iteratively using this information to tune rendering parameters for a target frame rate. We use the OpenCL API allowing tuning across different GPU architectures. Our auto-tuning enables the render- ing of each frame to execute in a predicted time, so a target frame rate can be achieved even with widely varying scene complexities. Using this method we can select optimal parameters for the cur- rent execution taking into account the current viewpoint and scene, achieving performance improvements over predetermined parame- ters.}},
  author       = {{Ganestam, Per and Doggett, Michael}},
  booktitle    = {{The ACM International Conference Proceedings Series}},
  keywords     = {{GPU Model; Ray Tracing; Auto-tuning; OpenCL}},
  language     = {{eng}},
  title        = {{Auto-tuning Interactive Ray Tracing using an Analytical GPU Architecture Model}},
  url          = {{https://lup.lub.lu.se/search/files/6048879/2374594.pdf}},
  year         = {{2012}},
}