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Accessing CUDA Features in the OpenGL Rendering Pipeline: A Case Study Using N-Body Simulation

机译:访问OpenGL渲染管道中的CUDA功能:使用N-Body仿真的案例研究

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The advances of the graphics programing unit (GPU) architecture and its rapidly evolving towards general purpose GPU make a series of applications adopt a general purpose (GPGPU) and a graphics computing interoperability approach in which the first is used for heavy calculations and the second for 3D graphics rendering. Because GPGPU exposes several hardware features, such as shared memory and thread synchronization mechanism, it allows a developer to write more efficient code. Nevertheless, we conjecture that such hardware features are also available in the graphics computing interface OpenGL 4.5 or later through the graphics concepts: blending, transform feedback, tessellation and instancing. In this paper we assess our conjecture by implementing an N-body simulation with both approaches. We indeed devise a novel non-graphics application to the tessellation hardware and the instanced rendering circuit. Instead of refining a mesh, we use the abstract patch for gaining direct accesses to shared memory. In the place of drawing multiple objects, we apply the instanced rendering technology for improving sequential data accesses. Comparative timing analysis is provided. We believe that these results provide better understanding of the graphics features that are useful for closing the performance gap between OpenGL and a GPGPU architecture, and open a new perspective on implementing solely with the OpenGL graphics applications that require both intense, but pre-specified, memory accesses and 3D graphics rendering.
机译:图形编程单元(GPU)架构及其迅速发展对通用GPU的进步使得一系列应用程序采用通用(GPGPU)和图形计算互操作性方法,其中第一个用于重型计算和第二种3d图表渲染。由于GPGPU暴露了多个硬件功能,例如共享内存和线程同步机制,因此它允许开发人员编写更有效的代码。尽管如此,我们猜测了这种硬件功能也可以通过图形概念进行图形计算界面OpenGL 4.5或更高版本:混合,转换反馈,曲折号和静止。在本文中,我们通过使用两种方法实现N-Surd模拟来评估我们的猜想。我们确实将新的非图形应用程序设计为镶嵌硬件和实例化渲染电路。我们使用抽象补丁来获得共享内存的抽象修补程序而不是精制网格。在绘制多个对象的位置,我们应用了实例化渲染技术,以改善顺序数据访问。提供了比较时序分析。我们认为这些结果可以更好地了解有用的图形功能,可用于关闭OpenGL和GPGPU架构之间的性能差距,并在仅使用需要激烈但预先指定的OpenGL图形应用程序的开放方式新的视角内存访问和3D图形渲染。

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