Chapter 26. Path Regeneration for Random Walks
Jan Novák, Vlastimil Havran and Carsten Dachsbacher
In this chapter, we present a method for efficiently generating random walks on the GPU. We analyze the main drawback of naive random walk generators resulting in a low GPU utilization over time, and propose an intuitive scheme for keeping all the processing units busy during the entire computation. The algorithm does not require interthread communication, collective operations, or intricate handling of work queues. Instead, the improved utilization is achieved by intelligently regenerating terminated walks. We discuss our optimization in the context of rendering global illumination images where random walks are used to compute the propagation of ...

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