
An Energy and Bandwidth Efficient Ray Tracing Architecture
Daniel Kopta, Konstantin Shkurko, Josef Spjut, Erik Brunvand, and Al Davis
HPG (High Performance Graphics), 2013
Abstract:
We propose two hardware mechanisms to decrease energy consumption on massively parallel graphics processors
for ray tracing while keeping performance high. First, we use a streaming data model and configure part of
the L2 cache into a ray stream memory to enable efficient data processing through ray reordering. This
increases the L1 hit rate and reduces off-chip memory accesses substantially. Second, we employ reconfigurable
specialpurpose pipelines than are constructed dynamically under program control. These pipelines use shared
execution units (XUs) that can be configured to support the common compute kernels that are the foundation
of the ray tracing algorithm, such as acceleration structure traversal and triangle intersection. This reduces
the overhead incurred by memory and register accesses. These two synergistic features yield a ray tracing
architecture that significantly reduces both power consumption and off-chip memory traffic when compared
to a more traditional cache only approach.
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Acknowledgements: This material is based upon work supported by the National Science Foundation under Grant No. CNS-1017457. The Vegetation and Hairball models are from Samuli Laine, and the Sibenik Cathedral model is from Marko Dabrovic.