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Ȩ Ȩ > ¿¬±¸¹®Çå > ±¹³» ³í¹®Áö > Çѱ¹ÀÎÅͳÝÁ¤º¸ÇÐȸ ³í¹®Áö

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Current Result Document :

ÇѱÛÁ¦¸ñ(Korean Title) ¿öÅ© ±×·ì ±¸¼º º¯È­¿¡ µû¸¥ GPU ±â¹Ý õ ½Ã¹Ä·¹À̼ÇÀÇ ¼º´É ºÐ¼®
¿µ¹®Á¦¸ñ(English Title) The Performance Analysis of GPU-based Cloth simulation according to the Change of Work Group Configuration
ÀúÀÚ(Author) ÃÖ¿µÈ¯   È«¹Î   À̽ÂÇö   ÃÖÀ¯ÁÖ   Young-Hwan Choi   Min Hong   Seung-Hyun Lee   Yoo-Joo Choi  
¿ø¹®¼ö·Ïó(Citation) VOL 18 NO. 03 PP. 0029 ~ 0036 (2017. 06)
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(Korean Abstract)
¿À´Ã³¯ 3D ´ÙÀ̳»¹Í ½Ã¹Ä·¹À̼ÇÀº ¸¹Àº »ê¾÷µé°ú ¹ÐÁ¢ÇÑ °ü°è¸¦ °¡Áö°í ÀÖ´Ù. °ú°Å¿¡´Â ÀÚµ¿Â÷ Ãæµ¹, °ÇÃ๰ ºÐ¾ß¿¡¼­ ÁÖ·Î »ç¿ëµÇ¾úÀ¸³ª ÃÖ±Ù¿¡´Â ¿µÈ­³ª °ÔÀÓ ºÐ¾ß¿¡µµ ¹°¸® ½Ã¹Ä·¹À̼ÇÀÌ Áß¿äÇÑ ¿ªÇÒÀ» ÇÏ°í ÀÖ´Ù. ÀϹÝÀûÀ¸·Î 3D ¹°Ã¼¸¦ »ç½ÇÀûÀ¸·Î Ç¥ÇöÇϱâ À§Çؼ­´Â ¸¹Àº ¼öÇÐÀû ¿¬»êÀÌ ÇÊ¿äÇϱ⠶§¹®¿¡ ±âÁ¸ÀÇ CPU ±â¹ÝÀÇ ÀÀ¿ë ÇÁ·Î±×·¥µéÀº ÀÌ·¯ÇÑ ¸¹Àº ¿¬»ê·®À» ½Ç½Ã°£À¸·Î ó¸®Çϴµ¥ ¹«¸®°¡ ÀÖ´Ù. ÃÖ±Ù ±×·¡ÇÈ Çϵå¿þ¾îÀÇ ¹ßÀü°ú ¾ÆÅ°ÅØÃÄÀÇ °³¼±À¸·Î GPU´Â ±âÁ¸ÀÇ ·»´õ¸µ ¿¬»ê»Ó¸¸ ¾Æ´Ï¶ó ¹ü¿ë ¸ñÀûÀÇ ¿¬»ê ±â´ÉÀ» Á¦°øÇÏ°í ÀÖ°í ÀÌ·¯ÇÑ GPU¸¦ È°¿ëÇÏ´Â ¿¬±¸°¡ È°¹ßÈ÷ ÁøÇàµÇ°í ÀÖ´Ù. º» ³í¹®¿¡¼­´Â GPU¸¦ ÀÌ¿ëÇÑ Ãµ ½Ã¹Ä·¹ÀÌ¼Ç ¼öÇà½Ã ¼öÇà ¼º´ÉÀ» ÃÖÀûÈ­Çϱâ À§ÇÏ¿©, GPU ¼ÎÀÌ´õÀÇ ½ÇÇà ȯ°æ º¯È­¿¡ µû¸¥ õ ½Ã¹Ä·¹ÀÌ¼Ç ¾Ë°í¸®ÁòÀÇ ¼öÇà ¼º´ÉÀÇ º¯È­¸¦ ºÐ¼®ÇÏ¿´´Ù. GPU¸¦ ÀÌ¿ëÇÑ Ãµ ½Ã¹Ä·¹À̼ÇÀº GLSL 4.3ÀÇ Compute shader¸¦ »ç¿ëÇÏ¿© ½ºÇÁ¸µ Á᫐ ¾Ë°í¸®Áò°ú ³ëµå Á᫐ ¾Ë°í¸®ÁòÀ» PC±â¹ÝÀ¸·Î ±¸ÇöÇÏ¿´°í, GLSL Compute shaderÀÇ ´Ù¾çÇÑ ¿öÅ© ±×·ì (Work Group) Å©±â¿Í Â÷¿ø ºÐ¹è¿¡ µû¸¥ ¿¬»ê ¼ÓµµÀÇ º¯È­¸¦ ºñ±³ ºÐ¼®ÇÏ¿´´Ù. ½ÇÇèÀº 5,000 ÇÁ·¹ÀÓ±îÁö 10ȸ ¹Ýº¹ ¼öÇàÇÏ¿© FPS(Frame Per Second)ÀÇ Æò±ÕÀ» ±¸ÇÏ¿© ÁøÇàÇÏ¿´´Ù. ½ÇÇà°á°ú, ³ëµå Áß½ÉÀÇ ¾Ë°í¸®ÁòÀÌ ¿ÀÈ÷·Á ½ºÇÁ¸µ Áß½ÉÀÇ ¾Ë°í¸®Áò º¸´Ù ºü¸¥ ¼öÇà¼Óµµ¸¦ º¸¿© ÁÖ¾ú´Ù.
¿µ¹®³»¿ë
(English Abstract)
In these days, 3D dynamic simulation is closely related to many industries. In the past, physically-based 3D simulation was used mainly in the car crash or construction related fields, but it also plays an important role in movies or games today. Many mathematical computations are needed to represent the 3D object realistically, but it is difficult to process a large amount of calculations for simulation of application based on CPU in real-time. Recently, with the advanced graphic hardware and improved architecture, GPU can be utilized for the general purposes of computation function as well as graphic computation. Many approaches using GPU have been applied for various research fields. In this paper, we analyze the performance variation of two cloth simulation algorithms based on GPU according to the change of execution properties of GPU shaders in oder to optimize the performance of GPU-based cloth simulation. Cloth simulation is implemented by the spring centric algorithm and node centric algorithm with GPU parallel computing using compute shader of GLSL 4.3. We compare the performance of between these algorithms according to the change of the size and dimension of work group. The experiment is repeated to 10 times during 5,000 frames for each test and experimental results are provided by averaging of FPS. The experimental result shows that the node centric algorithm is executed in higher speed than the spring centric algorithm.
Å°¿öµå(Keyword) õ ½Ã¹Ä·¹À̼Ǡ  GPU º´·Ä󸮠  ¹°¸®±â¹Ý ½Ã¹Ä·¹À̼Ǡ  GLSL 4.3   Cloth simulation   GPU parallel processing   Physically-based simulation   GLSL 4.3  
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