Splay Thread Cooperation on Ray Tracing as
a Load Balancing Technique in Speculative
Parallelism and GPGPU
Suma Shivaraju1 and Gopalan Pudur2
1Department of Computer Scienc, Bharathiar
University, India
2Department of Computer Applications, National
Institute of Technology, India
Abstract: The
introduction of the speculative parallelism into any models can improve the
performance and provides significant benefits and increases the Instruction
level parallelism (ILP) and Thread level Parallelism (TLP). A General Purpose
Graphics Processing Unit (GPGPU) is the future computing technology working
with both Graphics Processing Unit (CPU) and GPU to solve many real-world
problems not only the graphics problems but also the general purpose
applications. As GPU uses data parallelism tasks, the dynamic memory creation
and the splay trees which are self adjusting allows for the increase in
throughput and load balancing. The frequently used nodes near to the root are
an advantage for finding locality of threads as well as for caching and garbage
collection. A technique used to render and to study complex scenes into images
and to render color, intensity of pixels, distance between pixels is referred as
Ray tracing. Multithreading is a promising technique which increases the
performance of the computer systems by increasing the instruction level
parallelism and thread level speculation. In this paper a new technique is
proposed for workload balancing on the Graphics processors and CPU that can be
implemented on the graphics processors along with the CPU which provides the optimal
result with the speculation techniques and Lorentz Transformation, which is
used to determine color and brightness of the ray which are refracted or
reflected and also the relative distance between the thread spawning which
results in time dilation and contraction. A Graphics Processing Unit Ocelot (GPUOCELOT)
is a compilation framework, a simulator used for the execution of the programs
which has resulted in the increase in the performance of the instructions which
uses the amortized cost.
Keywords: Load
balancing, graphics processors, splay trees, optimization, instruction level parallelism,
thread level speculation. amortized cost, speculative multithreading, ray tracing, lorentz transformation.
Received September 26, 2014; accepted February 10, 2015