Radiant Foam Rendering on a Graph Processor
Zulkhuu Tuya, Ignacio Alzugaray, Nicholas Fry, Andrew J. Davison

TL;DR
This paper introduces a distributed, in-SRAM volumetric renderer for the Graphcore IPU, enabling efficient ray marching entirely from on-chip SRAM and achieving near-interactive rendering speeds for complex scenes.
Contribution
It presents the first fully in-SRAM distributed renderer for volumetric rendering on a many-core accelerator, optimizing data distribution and communication for irregular workloads.
Findings
Achieves ~1 fps at 640x480 resolution on complex scenes
Maintains scene data and ray state entirely in on-chip SRAM
Provides insights into bottlenecks for future distributed-memory accelerators
Abstract
Many emerging many-core accelerators replace a single large device memory with hundreds to thousands of lightweight cores, each owning only a small local SRAM and exchanging data via explicit on-chip communication. This organization offers high aggregate bandwidth, but it breaks a key assumption behind many volumetric rendering techniques: that rays can randomly access a large, unified scene representation. Rendering efficiently on such hardware therefore requires distributing both data and computation, keeping ray traversal mostly local, and structuring communication into predictable routes. We present a fully in-SRAM, distributed renderer for the Radiant Foam Voronoi-cell volumetric representation on the Graphcore Mk2 IPU(Intelligence Processing Unit), a many-core accelerator with tile-local SRAM and explicit inter-tile communication. Our system shards the scene across tiles and…
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Taxonomy
TopicsComputer Graphics and Visualization Techniques · Parallel Computing and Optimization Techniques · Graph Theory and Algorithms
