dc.contributor.author | Gajinov, Vladimir |
dc.contributor.author | Eric, Igor |
dc.contributor.author | Stojanovic, Saa |
dc.contributor.author | Milutinovic, Veljko |
dc.contributor.author | Unsal, Osman Sabri |
dc.contributor.author | Ayguadé Parra, Eduard |
dc.contributor.author | Cristal Kestelman, Adrián |
dc.contributor.other | Universitat Politècnica de Catalunya. Departament d'Arquitectura de Computadors |
dc.contributor.other | Barcelona Supercomputing Center |
dc.date.accessioned | 2015-02-04T12:21:04Z |
dc.date.created | 2014 |
dc.date.issued | 2014 |
dc.identifier.citation | Gajinov, V. [et al.]. A case study of hybrid dataflow and shared-memory programming models: Dependency-based parallel game engine. A: International Symposium on Computer Architecture and High Performance Computing. "IEEE 26th International Symposium on Computer Architecture and High Performance Computing: 22–24 October 2014: Paris, France: proceedings". París: Institute of Electrical and Electronics Engineers (IEEE), 2014, p. 1-8. |
dc.identifier.isbn | 978-1-4799-6904-3 |
dc.identifier.uri | http://hdl.handle.net/2117/26204 |
dc.description.abstract | Recently proposed hybrid dataflow and shared memory programming models combine these two underlying models in order to support a wider range of problems naturally. The effectiveness of such hybrid models for parallel implementations of dense and sparse algebra problems is well known. In this paper, we show another real world example for which hybrid dataflow models provide better support than traditional shared memory models. Specifically, we compare these models using the game engine parallelization as a case study. We show that hybrid dataflow models decrease the complexity of the parallel game engine implementation by eliminating or restructuring the explicit synchronization that is necessary in shared memory implementations. The corresponding implementations also exhibit good scala-bility and better speedup than the shared memory parallel implementations, especially in the case of a highly congested game world that contains a large number of game objects. Ultimately, on an eight core machine we were able to obtain 4.72x speedup compared to the sequential baseline, and to improve 49% over the lock-based parallel implementation based on work-sharing. |
dc.format.extent | 8 p. |
dc.language.iso | eng |
dc.publisher | Institute of Electrical and Electronics Engineers (IEEE) |
dc.subject | Àrees temàtiques de la UPC::Informàtica::Arquitectura de computadors::Arquitectures paral·leles |
dc.subject.lcsh | Parallel processing (Electronic computers) |
dc.subject.other | dataflow |
dc.subject.other | game engine |
dc.subject.other | shared memory |
dc.title | A case study of hybrid dataflow and shared-memory programming models: Dependency-based parallel game engine |
dc.type | Conference report |
dc.subject.lemac | Processament en paral·lel (Ordinadors) |
dc.contributor.group | Universitat Politècnica de Catalunya. CAP - Grup de Computació d'Altes Prestacions |
dc.identifier.doi | 10.1109/SBAC-PAD.2014.21 |
dc.description.peerreviewed | Peer Reviewed |
dc.rights.access | Restricted access - publisher's policy |
local.identifier.drac | 15404234 |
dc.description.version | Postprint (published version) |
dc.date.lift | 10000-01-01 |
local.citation.author | Gajinov, V.; Eric, I.; Stojanovic, S.; Milutinovic, V.; Unsal, O.; Ayguade, E.; Cristal, A. |
local.citation.contributor | International Symposium on Computer Architecture and High Performance Computing |
local.citation.pubplace | París |
local.citation.publicationName | IEEE 26th International Symposium on Computer Architecture and High Performance Computing: 22–24 October 2014: Paris, France: proceedings |
local.citation.startingPage | 1 |
local.citation.endingPage | 8 |