Ray Tracing Performance

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Presentation transcript:

Ray Tracing Performance Zero to Millions in 45 Minutes Gordon Stoll, Intel

Ray Tracing Performance Zero to Millions in 45 Minutes?! Gordon Stoll, Intel

Goals for this talk Goals Non-Goals point you toward the current state-of-the-art (“BKM”) for non-researchers: off-the-shelf performance for researchers: baseline for comparison get you interested in poking at the problem Non-Goals present lowest-level details of kernels present “the one true way”

Acceleration Structures Previous (90s) BKM was to use a uniform grid very high raw traversal speed performance is not robust Current BKM is the kD-tree comparable performance even on regular scenes very good build technique handles irregular scenes other grids, octrees, etc, might as well just use kD-tree packet tracing was the icing on the cake

Acceleration Structures Couldn’t leave well enough alone several new schemes to be described later lots of stuff up in the air right now But… The good tree building technique applies across the board. General optimization principles are similar.

kD-Trees

kD-Trees

kD-Trees

kD-Trees

Advantages of kD-Trees Adaptive Can handle the “Teapot in a Stadium” Compact Relatively little memory overhead Cheap Traversal One FP subtract, one FP multiply

Take advantage of advantages Adaptive You have to build a good tree Compact At least use the compact node representation (8-byte) You can’t be fetching whole cache lines every time Cheap traversal No sloppy inner loops! (one subtract, one multiply!)

“Bang for the Buck” ( !/$ ) A basic kD-tree implementation will go pretty fast… …but extra effort will pay off big.

Fast Ray Tracing w/ kD-Trees Adaptive Compact Cheap traversal

Building kD-trees Given: Core operation: axis-aligned bounding box (“cell”) list of geometric primitives (triangles?) touching cell Core operation: pick an axis-aligned plane to split the cell into two parts sift geometry into two batches (some redundancy) recurse

Building kD-trees Given: Core operation: axis-aligned bounding box (“cell”) list of geometric primitives (triangles?) touching cell Core operation: pick an axis-aligned plane to split the cell into two parts sift geometry into two batches (some redundancy) recurse termination criteria!

“Intuitive” kD-Tree Building Split Axis Round-robin; largest extent Split Location Middle of extent; median of geometry (balanced tree) Termination Target # of primitives, limited tree depth

“Hack” kD-Tree Building Split Axis Round-robin; largest extent Split Location Middle of extent; median of geometry (balanced tree) Termination Target # of primitives, limited tree depth All of these techniques stink.

“Hack” kD-Tree Building Split Axis Round-robin; largest extent Split Location Middle of extent; median of geometry (balanced tree) Termination Target # of primitives, limited tree depth All of these techniques stink. Don’t use them.

“Hack” kD-Tree Building Split Axis Round-robin; largest extent Split Location Middle of extent; median of geometry (balanced tree) Termination Target # of primitives, limited tree depth All of these techniques stink. Don’t use them. I mean it.

Building good kD-trees What split do we really want? Clever Idea: The one that makes ray tracing cheap Write down an expression of cost and minimize it Greedy Cost Optimization What is the cost of tracing a ray through a cell? Cost(cell) = C_trav + Prob(hit L) * Cost(L) + Prob(hit R) * Cost(R)

Splitting with Cost in Mind

Split in the middle Makes the L & R probabilities equal Pays no attention to the L & R costs

Split at the Median Makes the L & R costs equal Pays no attention to the L & R probabilities

Cost-Optimized Split Automatically and rapidly isolates complexity Produces large chunks of empty space

Building good kD-trees Need the probabilities Turns out to be proportional to surface area Need the child cell costs Simple triangle count works great (very rough approx.) Empty cell “boost” Cost(cell) = C_trav + Prob(hit L) * Cost(L) + Prob(hit R) * Cost(R) = C_trav + SA(L) * TriCount(L) + SA(R) * TriCount(R)

Termination Criteria When should we stop splitting? Clever idea: When splitting isn’t helping any more. Use the cost estimates in your termination criteria Threshold of cost improvement Stretch over multiple levels (?) Threshold of cell size Absolute probability so small there’s no point

Building good kD-trees Basic build algorithm Pick an axis, or optimize across all three Build a set of “candidates” (split locations) BBox edges or exact triangle intersections Sort them or bin them Walk through candidates to find minimum cost split Characteristics of highly optimized tree “stringy”, very deep, very small leaves, big empty cells

BKM for BVH building as well

BVH Version of Build

BVH Version of Build

Just Do It Benefits of a good tree are not small Warning #1 Warning #2 several times faster than a mediocre tree Warning #1 get a good set of scenes for testing scanned models aren’t representative, just easy to find Warning #2 beware the NOP

Building Trees Quickly Very important to build good trees first otherwise you have no foundation for comparison (!!!) Don’t give up SAH cost optimization! approximate, sure, but don’t just drop it Luckily, lots of flexibility… axis picking (“hack” pick vs. full optimization) candidate picking (bboxes, exact; binning, sorting) termination criteria (“knob” controlling tradeoff)

Building Trees Quickly Huge amount of work happening right now I’m going to defer to later speakers

Fast Ray Tracing w/ kD-Trees adaptive build a cost-optimized tree w/ the surface area heuristic compact cheap traversal

What’s in a node? A kD-tree internal node needs: Am I a leaf? Split axis Split location Pointers to children

Compact (8-byte) nodes kD-Tree node can be packed into 8 bytes Leaf flag + Split axis 2 bits Split location 32 bit float Always two children, put them side-by-side One 32-bit pointer

Compact (8-byte) nodes kD-Tree node can be packed into 8 bytes Leaf flag + Split axis 2 bits Split location 32 bit float Always two children, put them side-by-side One 32-bit pointer So close! Sweep those 2 bits under the rug…

No Bounding Box! kD-Tree node corresponds to an AABB Doesn’t mean it has to *contain* one 24 bytes 4X explosion (!)

Memory Layout Cache lines are much bigger than 8 bytes! advantage of compactness lost with poor layout Pretty easy to do something reasonable Building depth first, watching memory allocator

Other Data Memory should be separated by rate of access Frames << Pixels << Samples [ Ray Trees ] << Rays [ Shading (not quite) ] << Triangle intersections << Tree traversal steps Example: pre-processed triangle, shading info…

Fast Ray Tracing w/ kD-Trees adaptive build a cost-optimized tree w/ the surface area heuristic compact use an 8-byte node lay out your memory in a cache-friendly way cheap traversal

kD-Tree Traversal Step t_split t_max t_min split

kD-Tree Traversal Step t_max t_split t_min split

kD-Tree Traversal Step t_split t_max t_min split

kD-Tree Traversal Step Given: ray P & iV (1/V), t_min, t_max, split_location, split_axis t_at_split = ( split_location - ray->P[split_axis] ) * ray_iV[split_axis] if t_at_split > t_min need to test against near child If t_at_split < t_max need to test against far child

Optimize Your Inner Loop kD-Tree traversal is the most critical kernel It happens about a zillion times It’s tiny Sloppy coding will show up Optimize, Optimize, Optimize Remove recursion and minimize stack operations Other standard tuning & tweaking

kD-Tree Traversal while ( not a leaf ) t_at_split = (split_location - ray->P[split_axis]) * ray_iV[split_axis] if t_split <= t_min continue with far child // hit either far child or none if t_split >= t_max continue with near child // hit near child only // hit both children push (far child, t_split, t_max) onto stack continue with (near child, t_min, t_split)

Can it go faster? How do you make fast code go faster? Parallelize it!

Ray Tracing and Parallelism Classic Answer: Ray-Tree parallelism independent tasks # of tasks = millions (at least) size of tasks = thousands of instructions (at least) So this is wonderful, right?

Parallelism in CPUs Instruction-Level Parallelism (ILP) pipelining, superscalar, OOO, SIMD fine granularity (~10s of instructions “window” tops) easily confounded by unpredictable control easily confounded by unpredictable latencies So…what does ray tracing look like to a CPU?

No joy in ILP-ville At <1000 instruction granularity, ray tracing is anything but “embarrassingly parallel” kD-Tree traversal (CPU view): 1) fetch a tiny fraction of a cache line from who knows where 2) do two piddling floating-point operations 3) do a completely unpredictable branch, or two, or three 4) repeat until frustrated PS: Each operation is dependent on the one before it. PPS: No SIMD for you! Ha!

Split Personality Coarse-Grained parallelism (TLP) is perfect millions of independent tasks thousands of instructions per task Fine-Grained parallelism (ILP) is awful look at a scale <1000 of instructions sequential dependencies unpredictable control paths unpredictable latencies no SIMD

Options Option #1: Forget about ILP, go with TLP improve low-ILP efficiency and use multiple CPU cores Option #2: Let TLP stand in for ILP run multiple independent threads (ray trees) on one core Option #3: Improve the ILP situation directly how? Option #4: …

…All of the above! multi-core CPUs are here in spades better performance, better low-ILP performance on the right performance curve multi-threaded CPUs are already here improve well-written ray tracer by ~20-30% packet tracing trace multiple rays together in a packet bulk up the inner loop with ILP-friendly operations

Packet Tracing Very, very old idea from vector/SIMD machines Old way Vector masks Old way if the ray wants to go left, go left if the ray wants to go right, go right New way if any ray wants to go left, go left with mask if any ray wants to go right, go right with mask

Key Observations Doesn’t add “bad” stuff What it does add Traverses the same nodes Adds no global fetches Adds no unpredictable branches What it does add SIMD-friendly floating-point operations Some messing around with masks Result: Very robust in relation to single rays

How many rays in a packet? Packet tracing gives us a “knob” with which to adjust computational intensity. Do natural SIMD width first Real answer is potentially much more complex diminishing returns due to per-ray costs lack of coherence to support bigger packets register pressure, L1 pressure Makes hardware much more likely/possible

Beyond Packets Diminishing returns limit packet size cost of any operation is still linear in packet size run out of overhead to amortize away Frustums and/or Interval Representations constant time operations on a whole packet MLRT, Alex Reshetov, SIGGRAPH ’05 “inverse frustum culling”, interval traversal Carsten Benthin’s thesis

Fast Ray Tracing w/ kD-Trees Adaptive build a cost-optimized tree (w/ surface area heuristic) Compact use an 8-byte node lay out your memory in a cache-friendly way Cheap traversal optimize your inner loop trace packets

Getting started… Read PBRT (yeah, I know, it’s 1300 pages) great book, pretty decent kD-tree builder Read Wald’s thesis and Benthin’s thesis lots of coding details for this stuff Track down the interesting references Learn SIMD programming (e.g. SSE intrinsics) Use a profiler.

Getting started… Read PBRT (yeah, I know, it’s 1300 pages) great book, pretty decent kD-tree builder Read Wald’s thesis and Benthin’s thesis lots of coding details for this stuff Track down the interesting references Learn SIMD programming (e.g. SSE intrinsics) Use a profiler. I mean it.

If you remember nothing else “Rays per Second” is measured in millions.