• DocumentCode
    1648001
  • Title

    The best distribution for a parallel OpenGL 3D engine with texture caches

  • Author

    Vartanian, Alexis ; Béchennec, Jean-Luc ; Drach-Temam, Nathalie

  • Author_Institution
    Lab. de Recherche en Inf., Univ. de Paris-Sud, Orsay, France
  • fYear
    2000
  • fDate
    6/22/1905 12:00:00 AM
  • Firstpage
    399
  • Lastpage
    408
  • Abstract
    The quality of a real-time high-end virtual reality system depends on its ability to draw millions of textured triangles in 1/60 s. The idea of using commodity PC 3D accelerators to build a parallel machine instead of custom ASICs seems more and more attractive as such chips are getting faster. If image parallelism is used, designers have the choice between two distributions: line interleaving and square block interleaving. Having a fixed block shape and size makes chip design easier. A PC 3D accelerator has a cost-effective external bus and an on-chip texture cache. The performance of such a cache depends on spatial locality. If the image is rendered on multiple engines, this locality is reduced. Locality and load balancing depend on the distribution scheme of the machine. This paper investigates the impact of the distribution scheme on the performance of such a machine. We use detailed cache and memory system simulations with virtual reality benchmarks running on different configurations. We show that: (i) both distributions have the same maximum performance with less than 16 processors, but the square block has a better speedup with 64 processors; (ii) the best SLI (scan-line interleaving) block size depends on the number of processors of the machine and is not suitable for a scalable chip with a fixed block size; and (iii) using a large triangle buffer in the texture mapping engine has a very important impact on the performance
  • Keywords
    cache storage; computer graphic equipment; image texture; microcomputer applications; open systems; parallel machines; performance evaluation; real-time systems; rendering (computer graphics); resource allocation; special purpose computers; virtual reality; 3D accelerators; block shape; block size; cache performance; chip design; distribution schemes; external bus; image parallelism; image rendering; load balancing; maximum performance; memory system simulation; parallel OpenGL 3D engine; parallel machine; processor number; real-time high-end virtual reality system; scan-line interleaving; spatial locality; speedup; square block interleaving; texture caches; textured triangles; triangle buffer; virtual reality benchmarks; Concurrent computing; Costs; Electronic switching systems; Engines; High performance computing; Hip; Parallel processing; Rendering (computer graphics); Tail; Virtual reality;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    High-Performance Computer Architecture, 2000. HPCA-6. Proceedings. Sixth International Symposium on
  • Conference_Location
    Touluse
  • Print_ISBN
    0-7695-0550-3
  • Type

    conf

  • DOI
    10.1109/HPCA.2000.824368
  • Filename
    824368