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    Area of Science:

    • Computer Graphics
    • High-Performance Computing

    Background:

    • Data-parallel ray tracing is essential for rendering large scenes beyond single-node memory.
    • Communication overhead is a major performance bottleneck in distributed rendering.
    • Current methods using spatial partitioning cause data redundancy in instanced scenes.

    Purpose of the Study:

    • To develop a novel dynamic scheduling algorithm for efficient data-parallel ray tracing.
    • To address the challenge of redundant data storage in large-scale instanced scenes.
    • To improve rendering performance by reducing communication overhead.

    Main Methods:

    • Introduced the first object-space-based dynamic scheduling algorithm using object groups as scheduling units.
    • Developed two data access frequency prediction methods for asynchronous data prefetching.
    • Eliminated redundant storage of base geometry in instanced scenes.

    Main Results:

    • Achieved an average rendering speedup of 77.6% compared to state-of-the-art methods.
    • Demonstrated a maximum rendering speed improvement of up to 146.1%.
    • Increased scene memory consumption by only 5%.

    Conclusions:

    • The proposed object-space dynamic scheduling algorithm effectively reduces communication overhead and data redundancy.
    • This approach significantly enhances rendering efficiency for large-scale instanced scenes.
    • The method offers substantial performance gains with minimal memory overhead.