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Yu-Tsung Miao

dblp:184/9446 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2017
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer architecture, parallel and distributed computing, and storage systems
1 paper
Parallel and multicore computing · 67% GPUs and heterogeneous computing · 33%
Computer graphics and multimedia
1 paper
Rendering · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
ray tracing
0.312017
A Pipeline-Based Ray-Tracing Runtime System for HSA-Compliant Frameworks · IEEE Trans. Multim. 2017
GPUs and heterogeneous computing › heterogeneous architecture
heterogeneous system architecture
0.312017
A Pipeline-Based Ray-Tracing Runtime System for HSA-Compliant Frameworks · IEEE Trans. Multim. 2017
Parallel and multicore computing
load balancing
0.312017
A Pipeline-Based Ray-Tracing Runtime System for HSA-Compliant Frameworks · IEEE Trans. Multim. 2017
Parallel and multicore computing
parallel programming runtimes
0.312017
A Pipeline-Based Ray-Tracing Runtime System for HSA-Compliant Frameworks · IEEE Trans. Multim. 2017

Methods — techniques the papers use, named apart from their topics

pipeline-based runtime methodology · 0.6
YearPublicationVenuePosition
2017 A Pipeline-Based Ray-Tracing Runtime System for HSA-Compliant Frameworks
abstract
Ray-tracing has received great attention over the years due to the high demand for global illumination appliances. Due to its embarrassingly parallel characteristics, the ray-tracing algorithm has been ported to the graphics processing unit (GPU) on heterogeneous systems that run thousands of threads in a single-instruction-multiple-thread fashion. However, the irregularity of ray-tracing causes a performance penalty on the GPU. The control flow divergence and early-termination problems severely degrade the hardware utilization, which makes the GPU computation inefficient while traversing through each iteration of the algorithm. Furthermore, additional overheads caused by data marshalling and load unbalancing negate the benefits of using heterogeneous systems. To tackle these issues, we designed a pipeline-based runtime methodology that leverages the features of heterogeneous system architecture (HSA)-compliant heterogeneous frameworks, such as shared virtual memory and fast kernel dispatching. This method merges the workloads from different iteration stages and dispatches them simultaneously. The merged workload is further assigned to a heterogeneous queue to enhance load balancing and scalability. With the proposed technologies, the performance of ray-tracing is enhanced significantly while effectively increasing the utilization of HSA-compliant heterogeneous systems. Based on the experiment results, the throughput becomes 4.37 times greater than the original setup on average in a single GPU mode and would always yield a greater throughput with a heterogeneous queue on multiple cores.
Chih-Chen Kao, Yu-Tsung Miao, Wei-Chung Hsu
IEEE Trans. Multim.2
2016 A pipeline-based runtime technique for improving Ray-Tracing on HSA-compliant systems
abstract
The prevalence of real time multimedia delivery appliances has led to the developments of a variety of efficient architectures and supporting software technologies. Especially, Ray-Tracing, a well-known physically-based rendering algorithm, has been receiving great attention in research and development. Unfortunately, Ray-Tracing algorithm, being one of the irregular applications, suffers from the performance penalty on SIMT-based machines such as GPGPUs. Specifically, the branch divergence and early-termination issues caused by the irregularity severely degrade the overall hardware utilization, which makes the computation on GPGPU inefficient while traversing through each iterative stages of the algorithm. The probabilistic termination of ray-tracing paths poses a critical issue for efficient parallel execution on GPGPUs. Moreover, the conventional overhead of memory transfer limits the effectiveness of data marshaling for GPU computing. To address these problems, we proposed a pipeline-based Runtime technique which leverages the feature of Shared-Virtual-Memory (SVM) of the HSA-compliant systems that combines and regroups the workload from different stages into one kernel computation in Ray-Tracing and greatly improved the resource utilization of GPGPU. Our experiments illustrate that the proposed runtime technique can boost ray-tracing performance significantly while effectively increase the utilization of HSA-compliant heterogeneous systems.
Chih-Chen Kao, Yu-Tsung Miao, Wei-Chung Hsu
ICME2