SGRT: A Scalable Mobile GPU Architecture based on Ray Tracing
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SGRT: A Scalable Mobile GPU Architecture based on Ray Tracing
Aug 9, 2012 - tecture called the SGRT (Samsung reconfigurable GPU based on ... 3) a parallelization framework that achieves scalable performance.
SGRT: A Scalable Mobile GPU Architecture based on Ray Tracing Won-Jong Lee
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Shi-Hwa Lee Jae-Ho Nah Jin-Woo Kim * SAIT, Samsung Electronics, Korea
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Youngsam Shin Jaedon Lee Yonsei University, Korea
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Seok-Yoon Jung*
SGRT Core #1 SRP
T&I Unit Multi-core ARM Intersection Unit
Core #1 Core #2
Cache(L1)
Core #3 Core #4
Refitting Unit
VLIW Engine
Traversal Traversal Traversal Unit Traversal Unit Unit Unit Cache(L1) Cache(L1) Cache(L1) Cache(L1)
Coarse Grained Reconfigurable Array
Cache(L2)
Internal SRAM
Host System BUS
I-Cache C-Mem Texture Unit Cache(L1)
AXI System BUS
Host DRAM
External DRAM
Figure 1: (a) Our system architecture including the SGRT cores and host processor. (b) Rendered images by the SGRT simulator: Ferrari (left, 210K triangles, 1 light source) and Fairy (right, 170K triangles, 2 light sources). The SGRT (4-core) is predicted to render at 67.83fps (Ferrari) and at 87.82fps (Fairy).
1. Introduction Recently, with the increasing demand for photorealistic graphics and the rapid advances in desktop CPUs/GPUs, real-time raytracing has attracted considerable attention. Unfortunately, raytracing in the current mobile environment is difficult because of inadequate computing power, memory bandwidth, and flexibility in mobile GPUs. In this work, we present a novel mobile GPU architecture called the SGRT (Samsung reconfigurable GPU based on RayTracing) by enhancing our previous works with the following features: 1) a fast compact hardware engine that accelerates a traversal and intersection operation, 2) a flexible reconfigurable processor that supports software ray generation and shading, and 3) a parallelization framework that achieves scalable performance. Unlike our previous work, the current architecture is designed for both static and dynamic scenes with a smaller area. Experimental results show that the SGRT can be a versatile graphics solution, as it supports compatible performance compared to desktop GPU raytracers. To the best of our knowledge, the SGRT is the first mobile GPU based on full Whitted raytracing.
2. SGRT Core Architecture Dedicated Hardware for Traversal and Intersection: The lack of computational power (