Piko: A Design Framework for Programmable Graphics Pipelines
Anjul Patney, Stanley Tzeng, Kerry A. Seitz Jr., and John D. Owens

TL;DR
Piko is a flexible framework that simplifies designing, optimizing, and retargeting graphics pipelines across architectures, enabling efficient, real-time rendering with customizable stage configurations.
Contribution
It introduces a programmable framework and compiler that allow flexible, optimized graphics pipeline implementations on diverse hardware architectures.
Findings
Supports a wide range of pipelines including rasterization and ray tracing
Achieves real-time performance within a factor of six of state-of-the-art systems
Enables quick exploration of design tradeoffs through configurable spatial binning
Abstract
We present Piko, a framework for designing, optimizing, and retargeting implementations of graphics pipelines on multiple architectures. Piko programmers express a graphics pipeline by organizing the computation within each stage into spatial bins and specifying a scheduling preference for these bins. Our compiler, Pikoc, compiles this input into an optimized implementation targeted to a massively-parallel GPU or a multicore CPU. Piko manages work granularity in a programmable and flexible manner, allowing programmers to build load-balanced parallel pipeline implementations, to exploit spatial and producer-consumer locality in a pipeline implementation, and to explore tradeoffs between these considerations. We demonstrate that Piko can implement a wide range of pipelines, including rasterization, Reyes, ray tracing, rasterization/ray tracing hybrid, and deferred rendering. Piko allows…
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Taxonomy
TopicsComputer Graphics and Visualization Techniques · Computational Geometry and Mesh Generation · Graph Theory and Algorithms
