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ARCS
2012
Springer

Improving Cache Locality for Ray Casting with CUDA

12 years 6 months ago
Improving Cache Locality for Ray Casting with CUDA
Abstract: In 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
Yuki Sugimoto, Fumihiko Ino, Kenichi Hagihara
Added 19 Apr 2012
Updated 19 Apr 2012
Type Journal
Year 2012
Where ARCS
Authors Yuki Sugimoto, Fumihiko Ino, Kenichi Hagihara
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