In-SRAM Radiant Foam Rendering on a Graph Processor
Zulkhuu Tuya, Ignacio Alzugaray, Nicholas Fry, Andrew J. Davison
TL;DR
This work tackles volumetric radiance-field rendering on distributed-memory accelerators by keeping both scene data and ray state entirely in tile-local SRAM. It introduces an end-to-end Radiant Foam renderer on the Graphcore IPU that partitions Voronoi cells across tiles and routes rays through a static hierarchical quadtree, avoiding global memory accesses. Key contributions include a kd-tree-based scene partitioning into 1024 shards, a compact per-ray payload, a two-pass router scheme for deterministic routing, and screen-space framebuffer distribution, enabling on-chip rendering with near-interactive throughput (~1 fps at 640×480) on Mip-NeRF 360 and Deep Blending scenes. The paper also analyzes routing, memory footprint, and scheduling bottlenecks to inform design choices for future distributed-memory accelerators in irregular, data-mmovement-heavy rendering workloads, highlighting both feasibility and practical limitations such as root-level routing bottlenecks and camera-pose desynchronization risks.
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 \emph{Radiant Foam} Voronoi-cell volumetric representation on the Graphcore Mk2 IPU, 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 (\(\approx\)1\,fps at \mbox{$640\times480$}) with image and depth 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.
