48 research outputs found

    GPGPU: Hardware/Software Co-Design for the Masses

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    With the recent development of high-performance graphical processing units (GPUs), capable of performing general-purpose computation (GPGPU: general-purpose computation on the GPU), a new platform is emerging. It consists of a central processing unit (CPU), which is very fast in sequential execution, and a GPU, which exhibits high degree of parallelism and thus very high performance on certain types of computations. Optimally leveraging the advantages of this platform is challenging in practice. We spotlight the analogy between GPGPU and hardware/software co-design (HSCD), a more mature design paradigm, to derive a design process for GPGPU. This process, with appropriate tool support and automation, will ease GPGPU design significantly. Identifying the challenges associated with establishing this process can serve as a roadmap for the future development of the GPGPU field

    A Motion Planning Processor on Reconfigurable Hardware

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    Motion planning algorithms enable us to find feasible paths for moving objects. These algorithms utilize feasibility checks to differentiate valid paths from invalid ones. Unfortunately, the computationally expensive nature of such checks reduces the effectiveness of motion planning algorithms. However, by using hardware acceleration to speed up the feasibility checks, we can greatly enhance the performance of the motion planning algorithms. Of course, such acceleration is not limited to feasibility checks; other components of motion planning algorithms can also be accelerated using specially designed hardware. A Field Programmable Gate Array (FPGA) is a great platform to support such an acceleration. An FPGA is a collection of digital gates which can be reprogrammed at run time, i.e., it can be used as a CPU that reconfigures itself for a given task. In this paper, we study the feasibility of an FPGA based motion planning processor and evaluate its performance. In order to leverage its highly parallel nature and its modular structure, our processor utilizes the probabilistic roadmap method at its core. The modularity enables us to replace the feasibility criteria with other ones. The reconfigurability lets us run our processor in different roles, such as a motion planning co-processor, an autonomous motion planning processor or dedicated collision detection chip. Our experiments show that such a processor is not only feasible but also can greatly increase the performance of current algorithms

    A new sphere-tree generation method to speed up the collision detection pipeline

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    In this paper, a novel sphere-tree generation method used for collision detection is proposed. Using existing consumer-level graphics cards and its programmable graphics processing units (GPU) a sphere-tree is constructed in real-time inside an animation. This guarantees that no construction or loading of a precomputated hierarchy is required. With our method, core memory is managed in an efficient manner, allocating and releasing memory space as necessary. By this, out-of-core techniques can perform better in real-time situations. The animation tests maintain an above the average performance and the collision detection is fast and efficient.Postprint (published version

    DiFi: Fast Distance Field Computation using Graphics Hardware

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    Abstract We present a novel algorithm for fast computation of discretized distance fields using graphics hardware

    Sphere-trees generation as needed in real time to speed up collision detection

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    In this paper two improvements to speed up collision detection are described. Firstly, a method called oncollide sphere-tree, OCST for short, is presented. This approach works by detecting collisions among models with arbitrary geometry using the video card’s Graphics Processing Units, GPU. While candidate parts of colliding objects are being detected, the OCST is constructed for collision evaluation in parallel, at the same time. Thus, the OCST is created in real–time. Secondly, we have tested two kinds of triangulated representation models for the same original–objects. We have evaluated triangle–soup and triangle–strip models to speed up the algorithm response when computing collisions. The method has been described, implemented and tested for the two kinds of triangulated models, and the obtained results are shown.Postprint (published version

    BOCST: Branch On-Collide Sphere-Trees

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    In this paper, a fast sphere-tree generation method used for collision detection called Branch On-collide Sphere-trees is proposed. Using the video card graphic processing unit (GPU), a sphere-tree is constructed in real-time inside an animation. With this method, the core memory usage is minimized because no pre-computed data is loaded at any time during simulation life cycle. With our method, real-time conservative collision detection is achieved using the GPU, core memory is managed efficiently and the error is lowered using fast-construction sphere-tree structures.Postprint (published version

    Reducing redundancy of real time computer graphics in mobile systems

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    The goal of this thesis is to propose novel and effective techniques to eliminate redundant computations that waste energy and are performed in real-time computer graphics applications, with special focus on mobile GPU micro-architecture. Improving the energy-efficiency of CPU/GPU systems is not only key to enlarge their battery life, but also allows to increase their performance because, to avoid overheating above thermal limits, SoCs tend to be throttled when the load is high for a large period of time. Prior studies pointed out that the CPU and especially the GPU are the principal energy consumers in the graphics subsystem, being the off-chip main memory accesses and the processors inside the GPU the primary energy consumers of the graphics subsystem. First, we focus on reducing redundant fragment processing computations by means of improving the culling of hidden surfaces. During real-time graphics rendering, objects are processed by the GPU in the order they are submitted by the CPU, and occluded surfaces are often processed even though they will end up not being part of the final image. When the GPU realizes that an object or part of it is not going to be visible, all activity required to compute its color and store it has already been performed. We propose a novel architectural technique for mobile GPUs, Visibility Rendering Order (VRO), which reorders objects front-to-back entirely in hardware to maximize the culling effectiveness of the GPU and minimize overshading, hence reducing execution time and energy consumption. VRO exploits the fact that the objects in graphics animated applications tend to keep its relative depth order across consecutive frames (temporal coherence) to provide the feeling of smooth transition. VRO keeps visibility information of a frame, and uses it to reorder the objects of the following frame. VRO just requires adding a small hardware to capture the visibility information and use it later to guide the rendering of the following frame. Moreover, VRO works in parallel with the graphics pipeline, so negligible performance overheads are incurred. We illustrate the benefits of VRO using various unmodified commercial 3D applications for which VRO achieves 27% speed-up and 14.8% energy reduction on average. Then, we focus on avoiding redundant computations related to CPU Collision Detection (CD). Graphics applications such as 3D games represent a large percentage of downloaded applications for mobile devices and the trend is towards more complex and realistic scenes with accurate 3D physics simulations. CD is one of the most important algorithms in any physics kernel since it identifies the contact points between the objects of a scene and determines when they collide. However, real-time accurate CD is very expensive in terms of energy consumption. We propose Render Based Collision Detection (RBCD), a novel energy-efficient high-fidelity CD scheme that leverages some intermediate results of the rendering pipeline to perform CD, so that redundant tasks are done just once. Comparing RBCD with a conventional CD completely executed in the CPU, we show that its execution time is reduced by almost three orders of magnitude (600x speedup), because most of the CD task of our model comes for free by reusing the image rendering intermediate results. Although not necessarily, such a dramatic time improvement may result in better frames per second if physics simulation stays in the critical path. However, the most important advantage of our technique is the enormous energy savings that result from eliminating a long and costly CPU computation and converting it into a few simple operations executed by a specialized hardware within the GPU. Our results show that the energy consumed by CD is reduced on average by a factor of 448x (i.e., by 99.8\%). These dramatic benefits are accompanied by a higher fidelity CD analysis (i.e., with finer granularity), which improves the quality and realism of the application.El objetivo de esta tesis es proponer técnicas efectivas y originales para eliminar computaciones inútiles que aparecen en aplicaciones gráficas, con especial énfasis en micro-arquitectura de GPUs. Mejorar la eficiencia energética de los sistemas CPU/GPU no es solo clave para alargar la vida de la batería, sino también incrementar su rendimiento. Estudios previos han apuntado que la CPU y especialmente la GPU son los principales consumidores de energía en el sub-sistema gráfico, siendo los accesos a memoria off-chip y los procesadores dentro de la GPU los principales consumidores de energía del sub-sistema gráfico. Primero, nos hemos centrado en reducir computaciones redundantes de la fase de fragment processing mediante la mejora en la eliminación de superficies ocultas. Durante el renderizado de gráficos en tiempo real, los objetos son procesados por la GPU en el orden en el que son enviados por la CPU, y las superficies ocultas son a menudo procesadas incluso si no no acaban formando parte de la imagen final. Cuando la GPU averigua que el objeto o parte de él no es visible, toda la actividad requerida para computar su color y guardarlo ha sido realizada. Proponemos una técnica arquitectónica original para GPUs móviles, Visibility Rendering Order (VRO), la cual reordena los objetos de delante hacia atrás por completo en hardware para maximizar la efectividad del culling de la GPU y así minimizar el overshading, y por lo tanto reducir el tiempo de ejecución y el consumo de energía. VRO explota el hecho de que los objetos de las aplicaciones gráficas animadas tienden a mantener su orden relativo en profundidad a través de frames consecutivos (coherencia temporal) para proveer animaciones con transiciones suaves. Dado que las relaciones de orden en profundidad entre objetos son testeadas en la GPU, VRO introduce costes mínimos en energía. Solo requiere añadir una pequeña unidad hardware para capturar la información de visibilidad. Además, VRO trabaja en paralelo con el pipeline gráfico, por lo que introduce costes insignificantes en tiempo. Ilustramos los beneficios de VRO usango varias aplicaciones 3D comerciales para las cuales VRO consigue un 27% de speed-up y un 14.8% de reducción de energía en media. En segundo lugar, evitamos computaciones redundantes relacionadas con la Detección de Colisiones (CD) en la CPU. Las aplicaciones gráficas animadas como los juegos 3D representan un alto porcentaje de las aplicaciones descargadas en dispositivos móviles y la tendencia es hacia escenas más complejas y realistas con simulaciones físicas 3D precisas. La CD es uno de los algoritmos más importantes entre los kernel de físicas dado que identifica los puntos de contacto entre los objetos de una escena. Sin embargo, una CD en tiempo real y precisa es muy costosa en términos de consumo energético. Proponemos Render Based Collision Detection (RBCD), una técnica energéticamente eficiente y preciso de CD que utiliza resultados intermedios del rendering pipeline para realizar la CD. Comparando RBCD con una CD convencional completamente ejecutada en la CPU, mostramos que el tiempo de ejecución es reducido casi tres órdenes de magnitud (600x speedup), porque la mayoría de la CD de nuestro modelo reusa resultados intermedios del renderizado de la imagen. Aunque no es así necesariamente, esta espectacular en tiempo puede resultar en mejores frames por segundo si la simulación de físicas está en el camino crítico. Sin embargo, la ventaja más importante de nuestra técnica es el enorme ahorro de energía que resulta de eliminar las largas y costosas computaciones en la CPU, sustituyéndolas por unas pocas operaciones ejecutadas en un hardware especializado dentro de la GPU. Nuestros resultados muestran que la energía consumida por la CD es reducidad en media por un factor de 448x. Estos dramáticos beneficios vienen acompañados de una mayor fidelidad en la CD (i.e. con granularidad más fina)Postprint (published version

    Exploring the potential usefulness of binary space partitions in architectural representations

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    There have been recent advances developed within the computer gaming industry that have made real-time first-person perspective spatial experiences feasible on the personal computer. Principally through the use of binary space partition tree structures, developers of threedimensional gaming environments are able to convey to computer users a convincing sense of movement through space. The technology behind these advances may be termed as a particularization of Virtual Reality. This paper will outline research intended to determine the possible usefulness of binary space partitions in the fields of architectural education and practice. The feasibility of this technology was studied by directly observing original experimentation in practical application, which was conducted primarily in the Imaging Laboratory at the New Jersey School of Architecture. In addition, this paper references existing theories and experiencebased expositions on the application of computer technology to architectural design and representation, with particular regard to the use of generalized virtual reality

    Power management for interactive 3D games

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    Ph.DDOCTOR OF PHILOSOPH
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