虚拟现实仿真平台异构并行计算关键技术研究
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摘要
面向单核处理器的传统单线程算法难以满足海量数据处理的实时性需求,也无法充分发挥多核处理器的计算潜力,并行计算技术成为计算机性能优化的前沿技术。特别在多媒体、三维图形这些具有高实时性需求的领域,快速处理海量数据的需求尤为迫切。本文研究对象是虚拟现实地理信息系统一体化仿真平台VRGIS,它是一套集虚拟现实及地理信息系统为一体的软件平台,该软件具备城域级别三维模型数据以及三维地形数据的承载能力,还支持多种复杂自然现象模拟以及三维可视化特效,并且具备较高的画面逼真度和交互实时性。本文旨在研究各种并行计算技术,以解决VRGIS在三维仿真过程中以骨骼动画和粒子系统为代表的各种性能瓶颈问题。
     主要研究内容如下:
     1.建立多技术方案交叉互评的并行计算性能评价模型
     本文在阿姆达尔定律的理论基础上,引入并行计算多技术方案交叉互评机制,完善并行计算性能评价模型。本文研究的五套并行计算技术方案中,最新的是OpenCL(Open Computing Language,开放计算语言),可以同时用于中央处理器CPU和图形处理器GPU。此外CPU和GPU有各自专用的并行计算技术,其中:OpenMP(Open Multi-Processing,开放多线程处理)和SSE(Streaming SIMDExtensions,流式单指令多数据扩展指令集)专门面向CPU; GLSL(OpenGLShading Language, OpenGL着色语言)和CUDA(Compute Unified DeviceArchitecture,统一设备架构)专门面向GPU。
     2.为骨骼动画矩阵调色板算法设计多个并行计算方案
     实现并改进了已有的包括SSE和GLSL在内的骨骼动画并行计算方案,结合包括CUDA、OpenCL在内的新兴并行计算技术针对骨骼动画提出了新的并行计算方案,对比分析各种并行计算技术。在设计了多套并行方案的基础上,为骨骼动画多个并行计算方案设计自适应抉择策略,支持在不同性能配置的并行硬件上,自动选中最优方案。
     3.为柏林噪声风场扰动喷泉粒子系统设计基于OpenCL的并行计算方案
     为了提升喷泉粒子系统仿真效果的逼真度,引入柏林噪声随机因子模拟风场扰动效果,动态模拟过程所需复杂运算极大影响仿真实时性,本文采用基于OpenCL的并行计算技术,同时面向CPU和GPU提出了粒子系统性能改进方案。
     4.构建多个并行计算任务与多个并行计算设备之间的映射原则
     当多个模块同时进行并行计算时,为了充分挖掘CPU和GPU等多个设备的异构并行计算能力,在前文隔离拆分并独立解决VRGIS内部包括骨骼动画和粒子系统两大瓶颈问题的基础上,将两个模块重新合并在一起作为多任务系统,研究虚拟现实仿真平台多个并行计算任务与多个并行计算设备之间的映射原则和执行方案。
     本文创新点主要体现在以下三个方面:
     1.提出基于OpenCL面向CPU和GPU异构体系的骨骼动画矩阵调色板算法。功能创新:提升面向GPU骨骼动画矩阵调色板算法的可移植性,原先基于CUDA的算法依赖特定的GPU,基于OpenCL面向GPU的矩阵调色板算法普遍适用于各种GPU。性能创新:面向CPU的OpenCL算法,以CPU串行算法和基于SSE叠加OpenMP的传统并行算法作为性能参考基准,加速比分别是3.9和1.5。
     2.设计骨骼动画多并行方案的自动调优算法。功能创新:本文为骨骼动画矩阵调色板算法设计了5套并行优化方案,并设计自动选择最优方案的算法。包括最新的是OpenCL,可以同时用于中央处理器CPU和图形处理器GPU。此外还为CPU和GPU设计了专用的并行方案,其中:OpenMP和SS专门面向CPU;GLSL和CUDA专门面向GPU。性能创新:在所有不同CPU和GPU配置上,自动寻找可行的而且性能最优的方案。
     3.提出多粒度任务与异构并行设备之间的动态映射和负载均衡策略。功能创新:首先设计了第二个基于OpenCL面向CPU和GPU异构体系的并行任务——柏林噪声风场扰动粒子系统喷泉,将现有基于CUDA的柏林噪声并行算法移植到OpenCL,从而突破了硬件限制,提升了柏林噪声并行算法的可移植性和通用性。结合粒子系统喷泉和上文的骨骼动画,设计多任务与异构并行设备映射原则。性能创新:按照CPU和GPU对不同任务的OpenCL并行加速能力的不同,将并行任务按加速比系数进行分配,通过降低设备等待时间提升性能。
     本文结合虚拟现实仿真平台的骨骼动画模块和粒子系统模块研究多种并行计算技术,当研发人员需要做以下决策时——是否将现有串行算法进行并行化、是否追随新的并行计算技术对已有并行算法进行移植升级、是否升级并行计算硬件设备,本文可为其提供有效的决策辅助。
The traditional single-threaded algorithm for single-core processor is difficult tomeet the real-time requirements of mass data processing; it also cannot give full playto the potential of multi-core processors computing. Parallel computing technique hasbecome the forefront of computer performance optimization techniques. Especially inthe areas of multimedia and three-dimensional graphics in which a high demand forreal-time is required, demand for rapid processing of massive data is particularlyurgent. This dissertation is oriented to VRGIS, a virtual reality simulation platformintegrated geographic information system. The software has a carrying capacity forthree-dimensional metro-level model data and three-dimensional terrain data. VRGISalso supports a variety of complex natural phenomena simulation and visualizationeffects, and has a high picture fidelity and real-time interaction. In this dissertation,various parallel computing techniques are studied to solve a variety of performancebottlenecks of VRGIS from skeletal animation to particle systems inthree-dimensional simulation.
     The major research work includes the following five aspects:
     1. To establish an performance evaluation model of parallel computing bycomparison among multiple peer technique solutions
     In this dissertation, with the theoretical basis of Amdahl's law an assessmentmechanism by multiple parallel computing technique solutions is introduced toimprove the performance evaluation model for parallel computing. Among the fivesets of parallel computing technique programs in this dissertation, the latest one isOpen Computing Language (OpenCL) which can be used for both central processingunits (CPUs) and graphics processing units (GPUs). Besides CPU and GPU have theirown dedicated parallel computing technique. Open Multi-Processing (OpenMP) andStreaming SIMD Extensions (SSE) are oriented to CPU, while OpenGL ShadingLanguage (GLSL) and Compute Unified Device Architecture (CUDA) are oriented toGPU.
     2. To design multiple parallel computing schemes for the matrix palettealgorithm of skeletal animation
     Existing parallel computing schemes SSE and GLSL are implemented andimproved for skeletal animation. With new techniques such as CUDA and OpenCL new parallel computing schemes are produced for skeletal animation, comparison andanalysis are performed among these parallel computing schemes with differenttechniques. Based on the former multiple schemes, we design a strategy to auto-selectthe best parallel scheme for skeletal animation.
     3. To design a parallel computing scheme based on OpenCL for fountainsimulation with Berlin noise wind disturbance by particle system
     In order to improve the fidelity of the simulation results random disturbancefactor such as Berlin noise is involved. A parallel computing scheme based onOpenCL is used to perfect the performance of particle system running on both CPUand GPU.
     4. To construct a principle to map multiple parallel tasks to multiple paralleldevices
     While multiple tasks are running at the same time with the purpose to fullyexploit the heterogeneous parallel computing capabilities of multiple devices such asCPU and GPU, two separated modules skeletal animation and particle system aretreated as a whole multi-task system. Then a principle to map multiple parallel tasksto multiple parallel devices is studied to get further performance optimization forsimulation platform of virtual reality.
     The innovation of this dissertation is mainly reflected in three aspects:
     1. To propose the matrix palette algorithm for skeletal animation based onOpenCL for heterogeneous platform mixed CPU and GPU. Function innovation:Portability is advanced for skeletal animation algorithm matrix palette from CUDA toOpenCL. Because original algorithm based on CUDA is dependent on particularNVIDIA GPU, while algorithm based on OpenCL for matrix palette is generallyapplicable to a variety of GPU. Performance innovation: With two set of referencebenchmark including serial algorithm and traditional parallel algorithm by SSE andOpenMP on CPU, OpenCL version of the matrix palette algorithm on CPU gets aspeedup of3.9and1.5.
     2. To design a strategy to auto-select the best parallel scheme for skeletalanimation. Function innovation: we design five sets of parallel computing schemes forskeletal animation. The latest scheme is based on OpenCL which can be used for bothCPUs and GPUs. Besides CPU and GPU have their own dedicated parallel computingtechnique. OpenMP and SSE are oriented to CPU, while GLSL and CUDA areoriented to GPU. Performance innovation: on different GPUs and CPUs, auto-selectthe available and best parallel scheme for skeletal animation.
     3. To design a parallel computing scheme based on OpenCL for fountainsimulation with Berlin noise wind disturbance by particle system for heterogeneousplatform mixed CPU and GPU. Performance innovation: With a reference benchmarkwhich is formed by serial algorithm on CPU, OpenCL gets speedup of3.4on CPUand65on GPU.
     Multiple parallel computing techniques are studied to accelerate the performanceof skeletal animation and particle system involved in virtual reality. Researchers anddevelopers can get valuable proofs and clues from this dissertation while thefollowing decisions are looking forward to be made: whether to parallelize the serialalgorithm, whether to port outdated parallel algorithm to the latest version, whether toupdate the parallel hardware device.
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