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Massively Parallel Ray Tracing Masahiro Fujita , LTE Inc. Kenji - PowerPoint PPT Presentation

Massively Parallel Ray Tracing Masahiro Fujita , LTE Inc. Kenji Ono, The University of Tokyo, and Riken Sunday, November 13, 2011 Agenda Motivation and Challenges Architecture Result Conclusion Future work Sunday, November


  1. Massively Parallel Ray Tracing Masahiro Fujita , LTE Inc. Kenji Ono, The University of Tokyo, and Riken Sunday, November 13, 2011

  2. Agenda • Motivation and Challenges • Architecture • Result • Conclusion • Future work Sunday, November 13, 2011

  3. Motivation • Visualize large scale data • Compute Units increase • Peta: 100K cores, Exa: 10M+ cores, • Simulation data increase • Storage become problem • Memory per Compute Units decrease • Increasing demand of visual quality Sunday, November 13, 2011

  4. LSV L arge S cale V isualization system developing at Riken Sunday, November 13, 2011

  5. Other Clients Interactive mode Batch mode GUI CLI Client Client Data Reader Simulators File Fle Extended Format A Format B Format API for Clients API for Simulators and Data Reader Steering Result Parameters Structured UNS Molecular Basis Particle Extention Files Mesh Mesh Structure Functions Vis. Core Raw Data Controler Visualization Library Visualization Core Generate Primitives Control Molecular Isosurface Volume Steramlines Extention Parameters Skeleton Switching Process Invocation Local / Remote Service Primitives Rendering Communication Relay Service SW Renderer HW Renderer Extention Image Compositing Images Renderer Selection Sunday, November 13, 2011

  6. Other Clients Interactive mode Batch mode GUI CLI Client Client Data Reader Simulators File Fle Extended Format A Format B Format API for Clients API for Simulators and Data Reader Steering Result Parameters Structured UNS Molecular Basis Particle Extention Files Mesh Mesh Structure Functions Vis. Core Raw Data Controler Visualization Library Visualization Core Generate Primitives Control Molecular Isosurface Volume Steramlines Extention Parameters Skeleton Switching Process Invocation Local / Remote Service Primitives Rendering Communication Relay Service SW Renderer HW Renderer Extention Image Compositing Images Renderer Selection Sunday, November 13, 2011

  7. Compute ~10,000 ~100 ~1,000,000 Units Simulate Simulate Simulate ... data data data & Visualize Visualize Visualize Sunday, November 13, 2011

  8. Compute ~10,000 ~100 ~1,000,000 Our focus Units Simulate Simulate Simulate ... data data data & Visualize Visualize Visualize Sunday, November 13, 2011

  9. Key components Massively Ray Out-of-core Parallel Tracing Sunday, November 13, 2011

  10. Why raytracing? • Visual quality . Better than OpenGL! • Scalable than OpenGL • Correct handling of transparency, reflection, indirect illumination • Runs on many CPU architectures Sponza model: (C) Marko Dabrovic Sunday, November 13, 2011

  11. Primitives Polygons Volumes Curves Particles Sunday, November 13, 2011

  12. Example Sunday, November 13, 2011

  13. Challenges • Parallel raytracing algorithm itself for 1000+ compute units is challenging • Limited memory per compute unit. • We assume 1GB per compute unit. • 1000+ compute units • MPI problem arises, parallel performance, etc. Sunday, November 13, 2011

  14. Agenda • Motivation and Challenges • Architecture • Result • Conclusion • Future work Sunday, November 13, 2011

  15. Architecture • Out-of-core raytracing • acceleration building, traversal of prim • Exchange rays between Compute Units • Enables correct indirect illumination +Indirect Local Illumination Global Illumination Sunday, November 13, 2011

  16. Accel build Raytracing Shade Image output Sunday, November 13, 2011

  17. Acceleration structure • 2-level BVH(Bounding Volume Hierarcy) • Toplevel: Bounding information • Bottomlevel: Primitive data, BVH data Sunday, November 13, 2011

  18. Scene Sunday, November 13, 2011

  19. BoundingBox data ~ 100KB Toplevel All CUs share Primitive & Bottomlevel Acceleration data ~500MB per CU Sunday, November 13, 2011

  20. Trace ... Isect test Isect test Isect test Find nearest intersection Shade Sunday, November 13, 2011

  21. Trace Isect test Find nearest intersection Toplevel Shade Sunday, November 13, 2011

  22. Trace Isect test Find nearest intersection Bottomlevel Shade Sunday, November 13, 2011

  23. Trace Isect test Find nearest intersection Shade Sunday, November 13, 2011

  24. Trace Isect test Find nearest intersection Shade Sunday, November 13, 2011

  25. Reorder by dst node Sunday, November 13, 2011

  26. Agenda • Motivation and Challenges • Architecture • Result • Conclusion • Future work Sunday, November 13, 2011

  27. Result • Terrain • Procedural terrain • 1 path/pixel • CT • Volume -> poly • 1 path/pixel Sunday, November 13, 2011

  28. Measured on RICC • x86 Cluster at Riken • 1024 nodes • 4 Cores x 2 / node • 12GB / node • 8192 cores in total, 1.5GB/core • InfiniBand DDR • MPI Sunday, November 13, 2011

  29. Terrain • Generates 2M polygon per CU • 1024: 2B, 4096: 8B, 8192: 16B polys secs 9000 6750 4500 2250 0 MPI process 1024 2048 4096 8192 Sunday, November 13, 2011

  30. Performance factor • # of surfaces visible to screen • # of BVH node hits in Toplevel BVH traversal • # of computation units(MPI processes) • N^2 communication • So, render time =~ N^2 is expected result Sunday, November 13, 2011

  31. CT • 100 GB volume data input • Generate isosurf poly from volume • 1024 MPI processes • 14.34 secs for out-of-core mesh build • 26.87 secs for render. Sunday, November 13, 2011

  32. Discussion • Unstructured NxN communication • MPI gather/scatter doesn ʼ t work well • Memory soon exhausts • Async, dynamic communication: Tried ADLB , but didn ʼ t scale • Simply MPI sendrecv is only working solution so far. • Hierarchical communication will improve the performance Sunday, November 13, 2011

  33. Discussion, cont. • Memory per process(8,192 MPI procs) • 400~500 MB for MPI library • 200~300 MB for Prim/BVH • 100~200 MB for ray data • Avg 100~200 rays/process at max • Need a frequent ray exchange to reduce memory(MPI comm increases) Sunday, November 13, 2011

  34. Agenda • Motivation and Challenges • Architecture • Result • Conclusion • Future work Sunday, November 13, 2011

  35. Conclusion • Out-of-core, massively parallel raytracing architecture • Confirmed it works up to 8,192 MPI processes • Memory and MPI are the bottleneck for massive environment • Need to find new way for 10k+ compute units Sunday, November 13, 2011

  36. Agenda • Motivation and Challenges • Architecture • Result • Conclusion • Future work Sunday, November 13, 2011

  37. Future work • Simulate, then Visualize • Possible architecture for Exa era • Porting to K computer • Initial trial successes • K specific optimization remains • Integrate fully into LSV framework • Partially integrated already Sunday, November 13, 2011

  38. Acknowledgements • LSV team • Riken • RICC cluster • K computer • FOCUS for x86 cluster • Simon Premoze Sunday, November 13, 2011

  39. References • Matt Pharr, Craig Kolb, Reid Gershbein, and Pat Hanrahan, Rendering Complex Scenes with Memory-Coherent Ray Tracing , Proc. SIGGRAPH 1997 • Johannes Hanika, Alexander Keller, Hendrik P. A. Lensch: Two-level ray tracing with reordering for highly complex scenes . Graphics Interface 2010: 145-152 • Kirill Garanzha, Alexander Bely, Simon Premoze, Vladimir Galaktionov, Out-of-core GPU Ray Tracing of Complex Scenes . Technical talk at SIGGRAPH 2011 Sunday, November 13, 2011

  40. Thank you! • syoyo@lighttransport.com Sunday, November 13, 2011

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