Radiant Foam Rendering on a Graph Processor
- URL: http://arxiv.org/abs/2601.04382v2
- Date: Sun, 11 Jan 2026 16:43:29 GMT
- Title: Radiant Foam Rendering on a Graph Processor
- Abstract summary: Many-core accelerators replace a single large device memory with hundreds to thousands of lightweight cores, each owning only a small local and exchanging data via explicit on-chip communication.<n>This organization offers high aggregate bandwidth, but it breaks a key assumption behind many techniques: that rays can randomly access a large, unified scene representation.<n>We present a fully in rendering-SRAM, distributed for the Radiant Foam Voronoi-cell volumetric representation on the Graphcore Mk2 IPU.<n>Our system attains throughput of approximately 1 fps at 640x480 with image and depth map quality close to the original GPU-based Radiant Foam implementation
- Score: 25.181643235594734
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- 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 forwards rays between shards through a hierarchical routing overlay, enabling ray marching entirely from on-chip SRAM with predictable communication. On Mip-NeRF~360 scenes, the system attains near-interactive throughput of approximately 1 fps at 640x480 with image and depth map quality close to the original GPU-based Radiant Foam implementation, while keeping all scene data and ray state in on-chip SRAM. Beyond demonstrating feasibility, we analyze routing, memory, and scheduling bottlenecks that inform how future distributed-memory accelerators can better support irregular, data-movement-heavy rendering workloads.
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