Memory optimizations for hardware accelerated ray tracing on GPUs

Ray tracing is a photorealistic rendering technique that is gaining adoption in real-time graphics applications since the introduction of ray tracing accelerators in modern GPUs. However, current hardware still struggles to meet frame rate demands of real-time ray tracing. The primary bottleneck is acceleration structure traversal, where rays traverse a bounding volume hierarchy (BVH) tree to find the closest intersecting primitive. Irregular memory access patterns and ray divergence contribute to low traversal performance on GPUs and this dissertation addresses these issues through hardware and software co-design. The first work develops Vulkan-Sim, an architectural simulator to study ray tracing performance on GPUs. With the introduction of ray tracing accelerators in GPUs and limited public information, Vulkan-Sim models the ray tracing accelerator in detail and provides a platform for hardware research. We also evaluate two prior ray tracing hardware optimizations, function call coalescing and independent thread scheduling, showing that despite their SIMT efficiency benefits, they provide limited performance benefits for ray tracing workloads. The second work introduces a traversal algorithm leveraging treelets (subtrees of BVH tree), where threads fully traverse a treelet before moving to the next. It also proposes a treelet hardware prefetcher, complimenting the treelet traversal algorithm by fetching treelet nodes in advance, hiding memory latency. This achieves 32.1% speedup over a baseline GPU using a standard DFS traversal order. The third work proposes a treelet-based ray tracing unit that dynamically switches between treelet-stationary and ray-stationary traversal modes to maximize data reuse from the treelet traversal algorithm. We also propose ray virtualization and warp repacking to refill inactive threads with rays, increasing hardware utilization and SIMT efficiency. Results show our design achieves a 95% speedup. The final work presents contributions to scene reconstruction, addressing the non-deterministic nature of neural network training from atomic operation ordering on GPUs. We propose relaxed warp schedulers to only sequence atomic operations within a warp, and atomic buffers to efficiently handle reductions. We also propose a handshake mechanism enforcing ordering of packets arriving from the interconnect across different cores. Our design outperforms state-of-the-art deterministic GPU baseline by 2-4x.

Publication Details

Journal
Open Collections
Published
2025-01-01
DOI
https://doi.org/10.14288/1.0448289
Primary Topic
Genetic diversity and population structure
Type
article
Field-Weighted Citation Impact
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article

Memory optimizations for hardware accelerated ray tracing on GPUs

Open Collections
Genetic diversity and population structure
article

Memory optimizations for hardware accelerated ray tracing on GPUs

article en

Abstract

Ray tracing is a photorealistic rendering technique that is gaining adoption in real-time graphics applications since the introduction of ray tracing accelerators in modern GPUs. However, current hardware still struggles to meet frame rate demands of real-time ray tracing. The primary bottleneck is acceleration structure traversal, where rays traverse a bounding volume hierarchy (BVH) tree to find the closest intersecting primitive. Irregular memory access patterns and ray divergence contribute to low traversal performance on GPUs and this dissertation addresses these issues through hardware and software co-design. The first work develops Vulkan-Sim, an architectural simulator to study ray tracing performance on GPUs. With the introduction of ray tracing accelerators in GPUs and limited public information, Vulkan-Sim models the ray tracing accelerator in detail and provides a platform for hardware research. We also evaluate two prior ray tracing hardware optimizations, function call coalescing and independent thread scheduling, showing that despite their SIMT efficiency benefits, they provide limited performance benefits for ray tracing workloads. The second work introduces a traversal algorithm leveraging treelets (subtrees of BVH tree), where threads fully traverse a treelet before moving to the next. It also proposes a treelet hardware prefetcher, complimenting the treelet traversal algorithm by fetching treelet nodes in advance, hiding memory latency. This achieves 32.1% speedup over a baseline GPU using a standard DFS traversal order. The third work proposes a treelet-based ray tracing unit that dynamically switches between treelet-stationary and ray-stationary traversal modes to maximize data reuse from the treelet traversal algorithm. We also propose ray virtualization and warp repacking to refill inactive threads with rays, increasing hardware utilization and SIMT efficiency. Results show our design achieves a 95% speedup. The final work presents contributions to scene reconstruction, addressing the non-deterministic nature of neural network training from atomic operation ordering on GPUs. We propose relaxed warp schedulers to only sequence atomic operations within a warp, and atomic buffers to efficiently handle reductions. We also propose a handshake mechanism enforcing ordering of packets arriving from the interconnect across different cores. Our design outperforms state-of-the-art deterministic GPU baseline by 2-4x.

Open Collections
Openalex Percentile: Top 42%
Genetic diversity and population structure
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Memory optimizations for hardware accelerated ray tracing on GPUs · Open Collections (2025) | TGRS Research Map | TGRS