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Abstract

With the near-ending of Moore’s law and ever increasing demand for compute power, Domain-Specific Accelerators (DSA) have become a default choice for high-performance workloads. However, developing a custom DSA is an extremely time-consuming and expensive process that only a few organizations can afford. This thesis shows how to repurpose GPU Ray Tracing Architecture, a DSA built for rendering in graphics applications, for non-rendering applications such as k-nearest neighbor search, collision detection in DEM simulations, and spatial queries. The main purpose of Ray Tracing Architecture is to compute intersections between rays and objects in a scene using Euclidean distance. Even though this hardware is capable of computing only the Euclidean distance, Arkade introduces two reductions to compute neighbors according to other distances such as Lp norms and Cosine distance. Mochi and S-ray further show how to reinterpret ray-object intersection tests to compute intersections between objects for collision detection and spatial query execution.

Details

1010268
Classification
Identifier / keyword
Title
Repurposing GPU Ray Tracing Architecture for Accelerating Irregular Programs
Number of pages
126
Publication year
2025
Degree date
2025
School code
0183
Source
DAI-B 87/2(E), Dissertation Abstracts International
ISBN
9798291538081
Committee member
Aref, Walid; Delaware, Benjamin; Jung, Changhee; Wang, Jianguo
University/institution
Purdue University
University location
United States -- Indiana
Degree
Ph.D.
Source type
Dissertation or Thesis
Language
English
Document type
Dissertation/Thesis
Dissertation/thesis number
32264688
ProQuest document ID
3260484361
Document URL
https://www.proquest.com/dissertations-theses/repurposing-gpu-ray-tracing-architecture/docview/3260484361/se-2?accountid=208611
Copyright
Database copyright ProQuest LLC; ProQuest does not claim copyright in the individual underlying works.
Database
ProQuest One Academic