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Master Thesis - Computer Graphics and Visualization - TU Delft

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10.1 Performance Comparison<br />

124<br />

Because SBDPT does not benefit from any kind of sampler coherence, the performance<br />

is very stable <strong>and</strong> scene-independent. The only exception is the INVISIBLE DATE scene<br />

where SBDPT reaches significantly higher performance because the scene’s triangle data<br />

completely fits into the GPU’s L2 cache <strong>and</strong> most connection rays fail.<br />

Million per second<br />

300<br />

250<br />

200<br />

150<br />

100<br />

50<br />

0<br />

Sponza<br />

Sibenik<br />

Iteration performance<br />

Stanford<br />

Fairy Forest<br />

Glass Egg<br />

Invisible Date<br />

Conference<br />

ERPT<br />

SBDPT<br />

SSPT<br />

Figure 10.1: Iteration performance comparison in iterations per second. Ray traversal times<br />

are not included in these figures.<br />

Even though there are significant differences in sampler performance between the three<br />

GPU tracers, the maximum difference is no more than 150% <strong>and</strong> on average about 70%.<br />

Furthermore, for reasonably sized scenes, the performance hardly depends on scene size.<br />

Hence, the differences in sampler performance are not that large (significantly less than one<br />

order of magnitude) so the overall performance <strong>and</strong> scalability of these algorithms will be<br />

largely determined by their ray traversal performance.<br />

Figure 10.2 shows the ray traversal performance in rays per second, excluding sampler<br />

iteration times. We used the same ray traversal kernel in all tracers [1]. Using a different<br />

traversal algorithm, for example one using a kd-tree as its spatial structure, would obviously<br />

give significantly different results. We believe however that many of the observations drawn<br />

from these results will be similar for most traversal algorithms because traversal algorithms<br />

usually benefit from ray coherence.<br />

Although the same ray traversal kernel is used, the traversal performance for the different<br />

tracers differs by up to 70%. The SSPT <strong>and</strong> ERPT algorithms achieve roughly the same<br />

ray traversal performance, somewhat dependent on the particular scene. Again, the SBDPT<br />

algorithm performs worst on all scenes. The reasons for this difference in ray traversal performance<br />

are similar to those causing the difference in sampler iteration performance. The

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