Parallel processing for reducing the bottleneck in realtime graphics rendering

  • Authors:
  • Mee Young Sung;Suk-Min Whang;Yonghee Yoo;Nam-Joong Kim;Jong-Seung Park;Wonik Choi

  • Affiliations:
  • Department of Computer Science & Engineering, University of Incheon, Incheon, South Korea;Department of Computer Science & Engineering, University of Incheon, Incheon, South Korea;Department of Computer Science & Engineering, University of Incheon, Incheon, South Korea;Department of Computer Science & Engineering, University of Incheon, Incheon, South Korea;Department of Computer Science & Engineering, University of Incheon, Incheon, South Korea;School of Information and Communication Engineering, Inha University, Incheon, South Korea

  • Venue:
  • PCM'06 Proceedings of the 7th Pacific Rim conference on Advances in Multimedia Information Processing
  • Year:
  • 2006

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Abstract

The rendering process of graphics rendering pipeline is usually completed by both the CPU and the GPU, and a bottleneck can be located either in the CPU or the GPU. This paper focuses on reducing the bottleneck between the CPU and the GPU. We are proposing a method for improving the performance of parallel processing for realtime graphics rendering by separating the CPU operations into two parts: pure CPU operations and operations related to the GPU, and let them operate in parallel. This allows for maximizing the parallelism in processing the communication between the CPU and the GPU. Some experiments lead us to confirm that our method proposed in this paper can allow for faster graphics rendering. In addition to our method of using a dedicated thread for GPU related operations, we are also proposing an algorithm for balancing the graphics pipeline using the idle time due to the bottleneck. We have implemented the two methods proposed in this paper in our networked 3D game engine and verified that our methods are effective in real systems.