SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Comprehensible rendering of 3-D shapes
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Rendering complex scenes with memory-coherent ray tracing
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
The triangle processor and normal vector shader: a VLSI system for high performance graphics
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Ray tracing on programmable graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Interactive global illumination in complex and highly occluded environments
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
KD-tree acceleration structures for a GPU raytracer
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Fast GPU ray tracing of dynamic meshes using geometry images
GI '06 Proceedings of Graphics Interface 2006
Interactive k-d tree GPU raytracing
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Scan primitives for GPU computing
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Dynamic Warp Formation and Scheduling for Efficient GPU Control Flow
Proceedings of the 40th Annual IEEE/ACM International Symposium on Microarchitecture
The cell broadband engine: exploiting multiple levels of parallelism in a chip multiprocessor
International Journal of Parallel Programming
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Realtime Ray Tracing on GPU with BVH-based Packet Traversal
RT '07 Proceedings of the 2007 IEEE Symposium on Interactive Ray Tracing
Designing efficient sorting algorithms for manycore GPUs
IPDPS '09 Proceedings of the 2009 IEEE International Symposium on Parallel&Distributed Processing
Active thread compaction for GPU path tracing
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Decoupled deferred shading for hardware rasterization
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Megakernels considered harmful: wavefront path tracing on GPUs
Proceedings of the 5th High-Performance Graphics Conference
Mining effective parallelism from hidden coherence for GPU based path tracing
SIGGRAPH Asia 2013 Technical Briefs
Sorted deferred shading for production path tracing
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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The GPU leverages SIMD efficiency when shading because it rasterizes a triangle at a time, running the same shader on all of its fragments. Ray tracing sacrifices this shader coherence, and the result is that SIMD units often must run different shaders simultaneously resulting in serialization. We study this problem and define a new measure called heterogeneous efficiency to measure SIMD divergence among multiple shaders of different complexities in a ray tracing application. We devise seven different algorithms for scheduling shaders onto SIMD processors to avoid divergence. In all but simply shaded scenes, we show the expense of sorting shaders pays off with better overall shading performance.