系统仿真学报 ›› 2015, Vol. 27 ›› Issue (2): 336-343.

• 虚拟现实与可视化 • 上一篇    下一篇

从SSE到OpenCL:多核CPU上骨骼动画并行算法对比研究

刘寿生, 陈戈, 马纯永, 韩勇   

  1. 中国海洋大学信息科学与工程学院,青岛 266100
  • 收稿日期:2014-01-22 修回日期:2014-04-30 发布日期:2020-09-02
  • 作者简介:刘寿生(1985-), 男, 江西宁都人, 博士生, 研究方向为虚拟现实、并行计算、高性能;陈戈(1965-), 男, 浙江宁波人, 博士, 教授, 博导, 研究方向为海 洋遥感、地理信息系统、虚拟现实;马纯永(1984-), 男, 山东潍坊人, 博士, 讲师, 研究方向为虚拟现实。
  • 基金资助:
    国家海洋局数字海洋科学技术重点实验室 开放基金(KLDO201303)

From SSE to OpenCL: Comparison of Parallel Algorithms for Skeletal Animation on Multi-core CPUs

Liu Shousheng, Chen Ge, Ma Chunyong, Han Yong   

  1. College of Information Science and Engineering, Ocean University of China, Qingdao 266100, China
  • Received:2014-01-22 Revised:2014-04-30 Published:2020-09-02

摘要: 拥有高精度蒙皮和复杂骨骼绑定关系的骨骼动画,渲染时存在很大的性能瓶颈。以往研究采用GPU加速动画,但高端GPU成本过高,而中低端GPU的通用计算性能有时不如高端CPU。为充分挖掘算法在多核CPU上的执行性能,弥补中低端GPU通用计算性能的不足,提出了基于OpenCL的针对指令和线程的新兴集成并行方案,并与基于SSE结合OpenMP针对指令和线程的传统独立并行方案展开对比。实验结果表明,在多数CPU和多种复杂度的数据上,基于OpenCL的新兴并行方案的性能明显高于基于SSE的传统并行方案,并且性能优势随着数据复杂度的增加而提升。

关键词: 骨骼动画, 并行计算, OpenCL, SSE

Abstract: While skeletal animations consist of high fidelity mesh and complex vertex binding, there is a huge performance bottleneck. Previous studies used GPUs to accelerate animation, but the general purpose computing performance of cheap GPUs was lower than high end CPUs. In order to explore the performance for multi-core CPUs to make up the shortfall of cheap GPUs for general purpose computing, the latest parallel scheme based on OpenCL which integrated the former two levels of parallelization was proposed, comparing to the traditional parallel scheme formed by SSE and OpenMP oriented to instruction parallelization and thread parallelization separately. The experimental results show that on most CPU with different complex data, the performance of the parallel scheme based on OpenCL is better than SSE. And the more complex the data is, the greater the performance advantage grows.

Key words: skeletal animation, parallel computing, OpenCL, SSE

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