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Improving cache locality for ray casting with CUDA

dc.contributor.authorSugimoto, Yuki
dc.contributor.authorIno, Fumihiko
dc.contributor.authorHagihara, Kenichi
dc.contributor.editorMühl, Gero
dc.contributor.editorRichling, Jan
dc.contributor.editorHerkersdorf, Andreas
dc.date.accessioned2019-10-30T12:50:17Z
dc.date.available2019-10-30T12:50:17Z
dc.date.issued2012
dc.description.abstractIn this paper, we present an acceleration method for texture-based ray casting on the compute unified device architecture (CUDA) compatible graphics processing unit (GPU). Since ray casting is a memory-intensive application, our method increases the hit rate of the texture cache during rendering. To achieve this, our method dynamically selects the width and height of thread blocks (TBs) such that each warp, which is a series of 32 threads simultaneously processed on the GPU, can achieve high data locality for specific viewpoints. The objective of this selection is to allow every warp rather than every thread to access data with a small stride, because the GPU executes multiple threads at the same time. In experiments using a GeForce GTX 480 card (i.e., the latest Fermi architecture), we find that the speedup of our method ranges from a factor of 1.0 to that of 4.0, depending on viewpoints. We think that optimizing the shape of TBs is important to achieve more cache hits in the highly-threaded CUDA hardware.en
dc.identifier.isbn978-3-88579-294-9
dc.identifier.pissn1617-5468
dc.identifier.urihttps://dl.gi.de/handle/20.500.12116/29504
dc.language.isoen
dc.publisherGesellschaft für Informatik e.V.
dc.relation.ispartofARCS 2012 Workshops
dc.relation.ispartofseriesLecture Notes in Informatics (LNI) - Proceedings, Volume P-200
dc.titleImproving cache locality for ray casting with CUDAen
dc.typeText/Conference Paper
gi.citation.endPage350
gi.citation.publisherPlaceBonn
gi.citation.startPage339
gi.conference.date28. Februar-2. März 2012
gi.conference.locationMünchen
gi.conference.sessiontitleRegular Research Papers

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