IEEE/ICACT20230047 Slide.06        [Big Slide]       [YouTube] Oral Presentation
However, the number of rays emitted for tracing (numbers of ray bounce) and the amount of computation for each pixel in each tile are different, resulting in different rendering times for each GPU. Taking the cluster of 4 GPUs as an example, if GPU0 finishes rendering, it is possible that GPU3 only completes two-thirds of the rendering task, leading to a large amount of idle time for GPU0, so we have to use a workload balancing algorithm to reduce this situation. That is even though each GPU is responsible for an equal image area size, the amount of rendering tasks for each rendering area is not determinable, which can easily cause load imbalance problems. To solve this problem, we propose Dynamic Workload Adjustment Algorithm (DWWA).

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