52 research outputs found

    Faster data structures and graphics hardware techniques for high performance rendering

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    Computer generated imagery is used in a wide range of disciplines, each with different requirements. As an example, real-time applications such as computer games have completely different restrictions and demands than offline rendering of feature films. A game has to render quickly using only limited resources, yet present visually adequate images. Film and visual effects rendering may not have strict time requirements but are still required to render efficiently utilizing huge render systems with hundreds or even thousands of CPU cores. In real-time rendering, with limited time and hardware resources, it is always important to produce as high rendering quality as possible given the constraints available. The first paper in this thesis presents an analytical hardware model together with a feed-back system that guarantees the highest level of image quality subject to a limited time budget. As graphics processing units grow more powerful, power consumption becomes a critical issue. Smaller handheld devices have only a limited source of energy, their battery, and both small devices and high-end hardware are required to minimize energy consumption not to overheat. The second paper presents experiments and analysis which consider power usage across a range of real-time rendering algorithms and shadow algorithms executed on high-end, integrated and handheld hardware. Computing accurate reflections and refractions effects has long been considered available only in offline rendering where time isn’t a constraint. The third paper presents a hybrid approach, utilizing the speed of real-time rendering algorithms and hardware with the quality of offline methods to render high quality reflections and refractions in real-time. The fourth and fifth paper present improvements in construction time and quality of Bounding Volume Hierarchies (BVH). Building BVHs faster reduces rendering time in offline rendering and brings ray tracing a step closer towards a feasible real-time approach. Bonsai, presented in the fourth paper, constructs BVHs on CPUs faster than contemporary competing algorithms and produces BVHs of a very high quality. Following Bonsai, the fifth paper presents an algorithm that refines BVH construction by allowing triangles to be split. Although splitting triangles increases construction time, it generally allows for higher quality BVHs. The fifth paper introduces a triangle splitting BVH construction approach that builds BVHs with quality on a par with an earlier high quality splitting algorithm. However, the method presented in paper five is several times faster in construction time

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

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    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

    Stormwater management as architecture : the aesthetic value of open stormwater facilities

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    Vi stĂ„r inför stora klimatförĂ€ndringar med bland annat en ökad nederbördsmĂ€ngd som resultat. Baserat pĂ„ detta sĂ„ har effektiv dagvattenhantering blivit ett viktigt verktyg för hĂ„llbar stadsutveckling. Vatten bör i allt större utstrĂ€ckning ses som en resurs och tillgĂ„ng i staden och en tendens till detta ser man i att man allt oftare vĂ€ljer att integrera öppna dagvattenanlĂ€ggningar i urbana miljöer. I uppsatsen diskuteras olika aspekter som Ă€r viktiga att ta hĂ€nsyn till gĂ€llande dagvattenhantering, med ett fokus pĂ„ öppna dagvattenstrukturers estetiska vĂ€rde. Undersökningen baseras pĂ„ litteraturstudier samt en platsstudie. Metoderna för att hantera dagvatten har varierat med tiden och under större delen av 1900-talet har dagvattenavledningen skett i slutna system. Först under 1970-talet började man uppmĂ€rksamma problematiken kring dessa slutna system och det var i och med detta som intresset för öppen dagvattenhantering uppstod. I dagslĂ€get finns det ett antal kategorier av öppna dagvattenlösningar att integrera i urbana sammanhang vilka kan tillföra positiva mervĂ€rden till staden. Utöver funktionella och ekologiska aspekter sĂ„ finner man ocksĂ„ förutsĂ€ttningar för att tillföra öppna dagvattenanlĂ€ggningar en estetisk och arkitektonisk dimension. Vatten Ă€r ett uppskattat inslag i vĂ„ra stadsrum och har under de senaste Ă„ren Ă„terfĂ„tt sitt vĂ€rde som designelement. För en god gestaltning finns det ett antal punkter som blir relevanta att ta hĂ€nsyn till. Dessa Ă€r: platsen i sig, val av fysiska material som tillförs anlĂ€ggningen, inspirationskĂ€llor samt önskad rumslighet och atmosfĂ€r. Malmö stad framhĂ„lls ofta som en förebild gĂ€llande dagvattenhantering i urbana sammanhang. Man har genomfört ett omfattande arbete med att kretsloppsanpassa dagvattnet med en inriktning mot ett hĂ„llbart samhĂ€lle. Ett tydligt exempel pĂ„ detta Ă€r stadsdelen VĂ€stra Hamnen dĂ€r man utvecklat ett raffinerat system för öppen dagvattenhantering. Grundkonceptet för utformningen av de öppna systemen har bland annat varit att tillföra estetiska vĂ€rden till omrĂ„det. Man har dĂ€rför bland annat valt att integrera vattenrelaterade konstverk i anlĂ€ggningarna. Öppen dagvattenhantering innebĂ€r att vattnets kretslopp blir synligt. Man anvĂ€nder funktionen för att klimatsĂ€kra staden men vad man samtidigt mĂ„ste vara medveten om ar att man tillför staden ett formgrepp. Detta formgrepp skapar i sin tur förutsĂ€ttningar för att tillföra estetiska mervĂ€rden till urbana miljöer

    Power Efficiency for Software Algorithms running on Graphics Processors

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    Abstract in UndeterminedPower efficiency has become the most important consideration for many modern computing devices. In this paper, we examine power efficiency of a range of graphics algorithms on different GPUs. To measure power consumption, we have built a power measuring device that samples currents at a high frequency. Comparing power efficiency of different graphics algorithms is done by measuring power and performance of three different primary rendering algorithms and three different shadow algorithms. We measure these algorithms’ power signatures on a mobile phone, on an integrated CPU and graphics processor, and on high-end discrete GPUs, and then compare power efficiency across both algorithms and GPUs. Our results show that power efficiency is not always proportional to rendering performance and that, for some algorithms, power efficiency varies across different platforms. We also show that for some algorithms, energy efficiency is similar on all platforms

    Explicit Cache Management for Volume Ray-Casting on Parallel Architectures

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    A major challenge when designing general purpose graphics hardware is to allow efficient access to texture data. Although different rendering paradigms vary with respect to their data access patterns, there is no flexibility when it comes to data caching provided by the graphics architecture. In this paper we focus on volume ray-casting, and show the benefits of algorithm-aware data caching. Our Marching Caches method exploits inter-ray coherence and thus utilizes the memory layout of the highly parallel processors by allowing them to share data through a cache which marches along with the ray front. By exploiting Marching Caches we can apply higher-order reconstruction and enhancement filters to generate more accurate and enriched renderings with an improved rendering performance. We have tested our Marching Caches with seven different filters, e. g., Catmul-Rom, B- spline, ambient occlusion projection, and could show that a speed up of four times can be achieved compared to using the caching implicitly provided by the graphics hardware, and that the memory bandwidth to global memory can be reduced by orders of magnitude. Throughout the paper, we will introduce the Marching Cache concept, provide implementation details and discuss the performance and memory bandwidth impact when using different filters
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