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.
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© 2006 Springer-Verlag Berlin Heidelberg
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Sung, M.Y., Whang, SM., Yoo, Y., Kim, NJ., Park, JS., Choi, W. (2006). Parallel Processing for Reducing the Bottleneck in Realtime Graphics Rendering. In: Zhuang, Y., Yang, SQ., Rui, Y., He, Q. (eds) Advances in Multimedia Information Processing - PCM 2006. PCM 2006. Lecture Notes in Computer Science, vol 4261. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11922162_107
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DOI: https://doi.org/10.1007/11922162_107
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-48766-1
Online ISBN: 978-3-540-48769-2
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