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Evaluation of High Performance Multicache Parallel Texture Mapping

机译:高性能多条平行纹理映射评估

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As technology enables to integrate real-time good quality 3D rendering in a single chip, the classical problem of the gap between internal data bandwidth and external memories arises. The texture mapping function requires a tremendous number of texture accesses and many past implementations have been based on costly high bandwidth external memory. Our impact study of texture cache used with today's commercial representative 3D software shows that it is possible to render 100 million pixels per second while using an internal cache smaller than 32 KB and a PC memory bus for textures. Texture blocking and number of requests on the cache contribute mainly to those results. Building a high performance parallel subsystem based on such a chip may become an interesting opportunity for leading performance 3D graphic manufacturers though many problems have been observed with caches in parallel machines. As far as texture accesses are concerned, we show that image parallelism generates poor performance with caches. But triangle parallelism scales with multiple rendering processors, each having its own texture cache and the speedup is nearly linear.
机译:由于技术能够在单个芯片中集成实时优质3D渲染,因此内部数据带宽和外部存储器之间的间隙的经典问题。纹理映射函数需要巨大数量的纹理访问,并且许多过去的实现基于昂贵的高带宽外部存储器。我们对当今商业代表3D软件使用的纹理缓存的影响研究表明,在使用小于32kb的内部高速缓存和用于纹理的PC存储总线的内部高速缓存时,可以每秒渲染1亿像素。纹理阻止和高速缓存的请求数主要贡献到这些结果。基于此类芯片构建高性能并行子系统可能成为领先性能3D图形制造商的有趣机会,但是在并联机器中缓存已经观察到许多问题。就纹理访问而言,我们展示了图像并行性与高速缓存产生差的性能。但是三角形并行性与多个渲染处理器缩放,每个处理器都具有自己的纹理缓存,加速度几乎是线性的。

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