Abstract
Bounding Volume Hierarchy (BVH) is the main acceleration mechanism used for improving ray tracing rendering time. Several research efforts have been made to optimize the BVH algorithm for GPU and CPU architectures. Nonetheless, as far as we know, no study has targeted the APU (Accelerated Processing Unit) that have a CPU and an integrated GPU in the same die. The APU has the advantage of being able to share workloads within its internal processors (CPU and GPU) through heterogeneous computing. We crafted a specific implementation of the ray tracing algorithm with BVH traversal implemented for the APU architecture and compared the performance of this SoC against CPU and GPU equivalent implementations. It was found that the performance of the APU surpassed the other architectures.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Advanced Micro Devices: Getting Started with CodeXL. AMD, September 2012
Advanced Micro Devices: AMD Accelerated Parallel Processing. OpenCL Programming Guide, AMD, November 2013
Advanced Micro Devices: AMD APP SDK. OpenCL User Guide, AMD, August 2015
Advanced Micro Devices: OpenCL Optimization Guide. AMD, August 2015
Advanced Micro Devices: Introducing the Radeon Rays SDK. AMD, August 2016
Áfra, A.T., Wald, I., Benthin, C., Woop, S.: Embree ray tracing kernels: overview and new features. In: ACM SIGGRAPH 2016 Talks, SIGGRAPH 2016, pp. 52:1–52:2. ACM, New York (2016)
Aila, T., Laine, S.: Understanding the efficiency of ray traversal on GPUs. In: Proceedings of the Conference on High Performance Graphics 2009, HPG 2009, pp. 145–149. ACM, New York (2009)
Akenine-Möller, T., Haines, E., Hoffman, N.: Real-Time Rendering, 4th edn. A K Peters/CRC Press, Natick (2018)
Angel, E., Shreiner, D.: Interactive Computer Graphics: A Top-Down Approach with WebGL, 7th edn. Pearson, London (2014)
Bikker, J.: Ray Tracing in Real-Time Games. Ph.D. thesis, NHTV University of Applied Sciences, Reduitlaan 41, 4814DC, Breda, The Netherlands (2012)
Bikker, J., van Schijndel, J.: The brigade renderer: a path tracer for real-time games. Int. J. Comput. Games Technol. 2013, 1–14 (2013)
Chitalu, F.M., Dubach, C., Komura, T.: Bulk-synchronous parallel simultaneous BVH traversal for collision detection on GPUs. In: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2018, pp. 4:1–4:9. ACM, New York (2018)
Du, P., Liu, E.S., Suzumura, T.: Parallel continuous collision detection for high-performance GPU cluster. In: Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2017, pp. 4:1–4:7. ACM, New York (2017)
Fare, C.: Enabling profiling for SYCL applications. In: Proceedings of the International Workshop on OpenCL, IWOCL 2018, pp. 12:1–12:1. ACM, New York (2018)
Gaster, B., Howes, L., Kaeli, D.R., Mistry, P., Schaa, D.: Heterogeneous Computing with OpenCL: Revised OpenCL 1, 2nd edn. Morgan Kaufmann, San Francisco (2012)
Haines, E., Akenine-Möller, T.: Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs. Apress, Berkeley (2019)
Haines, E., Hanrahan, P., Cook, R.L., Arvo, J., Kirk, D., Heckbert, P.S.: An Introduction to Ray Tracing (The Morgan Kaufmann Series in Computer Graphics). Academic Press, London (1989)
Hennessy, J.: Computer Architecture: A Quantitative Approach. Morgan Kaufmann Publishers, an imprint of Elsevier, Cambridge (2018)
Hughes, J.F., et al.: Computer Graphics: Principles and Practice, 3rd edn. Addison-Wesley Professional, Boston (2013)
Intel Corporation: OpenCL\(^{\rm TM}\) Developer Guide for Intel® Processor Graphics. Intel Corporation, February 2015
Kaeli, D.R., Mistry, P., Schaa, D., Zhang, D.P.: Heterogeneous Computing with OpenCL 2.0. Morgan Kaufmann, San Francisco (2015)
Kay, T.L., Kajiya, J.T.: Ray tracing complex scenes. In: Proceedings of the 13th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1986, pp. 269–278. ACM, New York (1986)
Laine, S.: Restart trail for stackless BVH traversal. In: Proceedings of the Conference on High Performance Graphics, HPG 2010, pp. 107–111. Eurographics Association, Aire-la-Ville, Switzerland (2010)
Lauterbach, C., Garland, M., Sengupta, S., Luebke, D., Manocha, D.: Fast BVH construction on GPUs. Comput. Graph. Forum 28, 375–384 (2009)
Lauterbach, C., Mo, Q., Manocha, D.: gProximity: hierarchical GPU-based operations for collision and distance queries. Comput. Graph. Forum 29, 419–428 (2010)
Montgomery, D.C.: Design and Analysis of Experiments. Wiley, New York (2012)
Parker, S.G., et al.: OptiX: a general purpose ray tracing engine. ACM Trans. Graph. 29(4), 66:1–66:13 (2010)
Parker, S.G., et al.: OptiX: a general purpose ray tracing engine. In: ACM SIGGRAPH 2010 Papers, SIGGRAPH 2010, pp. 66:1–66:13. ACM, New York (2010)
Patterson, D.: Computer Organization and Design: The Hardware/Software Interface. Morgan Kaufmann, Waltham (2014)
Pharr, M., Jakob, W., Humphreys, G.: Physically Based Rendering: From Theory to Implementation, 3rd edn. Morgan Kaufmann, Burlington (2016)
Rivera-Alvarado, E., Torres-Rojas, F.: APU performance evaluation for accelerating computationally expensive workloads. In: Conferencia Latinoamericana de Informática, April 2019
Shirley, P.: Ray Tracing in One Weekend, 1st edn. Amazon Digital Services LLC, Seattle (2016)
Shirley, P., Morley, R.K.: Realistic Ray Tracing, 2nd edn. A. K. Peters, Ltd., Natick (2003)
Stallings, W.: Computer Organization and Architecture, 10th edn. Pearson, Hoboken (2015)
Suffern, K.: Ray Tracing from the Ground Up. A K Peters/CRC Press, Natick (2007)
Tang, M., Manocha, D., Tong, R.: Multi-core collision detection between deformable models. In: SIAM/ACM Joint Conference on Geometric and Physical Modeling, SPM 2009, pp. 355–360. ACM, New York (2009)
Tang, M., Wang, H., Tang, L., Tong, R., Manocha, D.: CAMA: contact-aware matrix assembly with unified collision handling for GPU-based cloth simulation. Comput. Graph. Forum 35, 511–521 (2016)
Vinkler, M., Havran, V., Bittner, J.: Bounding volume hierarchies versus Kd-trees on contemporary many-core architectures. In: Proceedings of the 30th Spring Conference on Computer Graphics, SCCG 2014, pp. 29–36. ACM, New York (2014)
Wald, I.: On fast construction of SAH-based bounding volume hierarchies. In: Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing, RT 2007, pp. 33–40. IEEE Computer Society, Washington, DC(2007)
Wang, Y., Liu, C., Deng, Y.: A feasibility study of ray tracing on mobile GPUs. In: SIGGRAPH Asia 2014 Mobile Graphics and Interactive Applications, SA 2014, pp. 31–35. ACM, New York (2014)
Wickham, H., Grolemund, G.: R for Data Science: Import, Tidy, Transform, Visualize, and Model Data. O’Reilly Media, Sebastopol (2017)
Ylitie, H., Karras, T., Laine, S.: Efficient incoherent ray traversal on GPUs through compressed wide BVHs. In: Proceedings of High Performance Graphics, HPG 2017, pp. 4:1–4:13. ACM, New York (2017)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer Nature Switzerland AG
About this paper
Cite this paper
Rivera-Alvarado, E., Torres-Rojas, F.J. (2020). Bounding Volume Hierarchy Acceleration Through Tightly Coupled Heterogeneous Computing. In: Crespo-Mariño, J., Meneses-Rojas, E. (eds) High Performance Computing. CARLA 2019. Communications in Computer and Information Science, vol 1087. Springer, Cham. https://doi.org/10.1007/978-3-030-41005-6_7
Download citation
DOI: https://doi.org/10.1007/978-3-030-41005-6_7
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-41004-9
Online ISBN: 978-3-030-41005-6
eBook Packages: Computer ScienceComputer Science (R0)