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Reference TypeConference Paper (Conference Proceedings)
Sitesibgrapi.sid.inpe.br
Identifier8JMKD3MGPAW/3PFRE42
Repositorysid.inpe.br/sibgrapi/2017/08.21.22.03
Last Update2017:08.21.22.03.46 administrator
Metadatasid.inpe.br/sibgrapi/2017/08.21.22.03.46
Metadata Last Update2020:02.19.02.01.35 administrator
Citation KeyCamilloShin:2017:CaStUs
TitleAccessing CUDA features in the OpenGL rendering pipeline: A case study using N-Body simulation
FormatOn-line
Year2017
Access Date2021, Jan. 25
Number of Files1
Size706 KiB
Context area
Author1 Camillo, Mario
2 Shin-Ting, Wu
Affiliation1 University of Campinas
2 University of Campinas
EditorTorchelsen, Rafael Piccin
Nascimento, Erickson Rangel do
Panozzo, Daniele
Liu, Zicheng
Farias, Mylène
Viera, Thales
Sacht, Leonardo
Ferreira, Nivan
Comba, João Luiz Dihl
Hirata, Nina
Schiavon Porto, Marcelo
Vital, Creto
Pagot, Christian Azambuja
Petronetto, Fabiano
Clua, Esteban
Cardeal, Flávio
e-Mail Addressmariocamillo@gmail.com
Conference NameConference on Graphics, Patterns and Images, 30 (SIBGRAPI)
Conference LocationNiterói, RJ
DateOct. 17-20, 2017
Book TitleProceedings
PublisherIEEE Computer Society
Publisher CityLos Alamitos
Tertiary TypeFull Paper
History2017-08-21 22:03:46 :: mariocamillo@gmail.com -> administrator ::
2020-02-19 02:01:35 :: administrator -> :: 2017
Content and structure area
Is the master or a copy?is the master
Content Stagecompleted
Transferable1
Content TypeExternal Contribution
KeywordsGLSL, CUDA, n-body simulation, OpenGL.
AbstractThe 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.
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data URLhttp://urlib.net/rep/8JMKD3MGPAW/3PFRE42
zipped data URLhttp://urlib.net/zip/8JMKD3MGPAW/3PFRE42
Languageen
Target File30-camera-ready.pdf
User Groupmariocamillo@gmail.com
Visibilityshown
Update Permissionnot transferred
Allied materials area
Mirror Repositorysid.inpe.br/banon/2001/03.30.15.38.24
Next Higher Units8JMKD3MGPAW/3PJT9LS
8JMKD3MGPAW/3PKCC58
Host Collectionsid.inpe.br/banon/2001/03.30.15.38
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