Megakernel vs Wavefront GPU Path Tracing

Fuente: arXiv
Guardado en:
Detalles Bibliográficos
Autores principales: Padilla, Rafael, Webster, Kyle, Kim, Austin
Formato: Preprint
Publicado: 2026
Materias:
Acceso en línea:
Etiquetas: Agregar Etiqueta
Sin Etiquetas, Sea el primero en etiquetar este registro!
_version_ 1866913164563578880
author Padilla, Rafael
Webster, Kyle
Kim, Austin
author_facet Padilla, Rafael
Webster, Kyle
Kim, Austin
contents Over the last decade, advances in GPU hardware have been driven in large part by the demands of real-time graphics, culminating in dedicated hardware ray tracing cores (RT cores). These units accelerate ray scene intersection queries directly in hardware, making physically based ray tracing algorithms increasingly practical for interactive applications. This paper compares and analyzes the performance of two ray-based rendering algorithms: forward path tracing (PT) and wavefront path tracing (WPT). GPU-based PT computes the color of each pixel by having each thread trace a single path to completion, naturally leading to a megakernel approach - while WPT maintains state buffers between specialized kernel invocations to trace path stages simultaneously. We find that WPT affords a ~16% speedup over PT in our implementation. By analyzing traces from NVIDIA Nsight Graphics, we attributed this speedup to WPT's improved cache locality compared to PT. We also find that our implementation does not achieve maximum GPU throughput across any of its units, suggesting that communication and memory latency, as well as synchronization, are the limiting factors. Finally, we address potential algorithmic improvements and future work for real-time path tracing implementation for practical applications.
format Preprint
id arxiv_https___arxiv_org_abs_2605_27323
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Megakernel vs Wavefront GPU Path Tracing
Padilla, Rafael
Webster, Kyle
Kim, Austin
Graphics
Hardware Architecture
Performance
I.3
Over the last decade, advances in GPU hardware have been driven in large part by the demands of real-time graphics, culminating in dedicated hardware ray tracing cores (RT cores). These units accelerate ray scene intersection queries directly in hardware, making physically based ray tracing algorithms increasingly practical for interactive applications. This paper compares and analyzes the performance of two ray-based rendering algorithms: forward path tracing (PT) and wavefront path tracing (WPT). GPU-based PT computes the color of each pixel by having each thread trace a single path to completion, naturally leading to a megakernel approach - while WPT maintains state buffers between specialized kernel invocations to trace path stages simultaneously. We find that WPT affords a ~16% speedup over PT in our implementation. By analyzing traces from NVIDIA Nsight Graphics, we attributed this speedup to WPT's improved cache locality compared to PT. We also find that our implementation does not achieve maximum GPU throughput across any of its units, suggesting that communication and memory latency, as well as synchronization, are the limiting factors. Finally, we address potential algorithmic improvements and future work for real-time path tracing implementation for practical applications.
title Megakernel vs Wavefront GPU Path Tracing
topic Graphics
Hardware Architecture
Performance
I.3
url https://arxiv.org/abs/2605.27323