Identity statement area
Reference TypeConference Paper (Conference Proceedings)
Last Update2017: administrator
Metadata Last Update2020: administrator
Citation KeyCamilloShin:2017:CaStUs
TitleAccessing CUDA features in the OpenGL rendering pipeline: A case study using N-Body simulation
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
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 :: -> administrator ::
2020-02-19 02:01:35 :: administrator -> :: 2017
Content and structure area
Is the master or a copy?is the master
Content Stagecompleted
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.
source Directory Contentthere are no files
agreement Directory Content
agreement.html 21/08/2017 19:03 1.2 KiB 
Conditions of access and use area
data URL
zipped data URL
Target File30-camera-ready.pdf
Update Permissionnot transferred
Allied materials area
Next Higher Units8JMKD3MGPAW/3PJT9LS
Notes area
Empty Fieldsaccessionnumber archivingpolicy archivist area callnumber copyholder copyright creatorhistory descriptionlevel dissemination doi edition electronicmailaddress group holdercode isbn issn label lineage mark nextedition notes numberofvolumes orcid organization pages parameterlist parentrepositories previousedition previouslowerunit progress project readergroup readpermission resumeid rightsholder secondarydate secondarykey secondarymark secondarytype serieseditor session shorttitle sponsor subject tertiarymark type url versiontype volume