Responsive image
博碩士論文 etd-0822106-205956 詳細資訊
Title page for etd-0822106-205956
論文名稱
Title
應用於嵌入式系統之跨平台3D圖形效能調校引擎
GPTT: A Cross-Platform Graphics Performance Tuning Tool for Embedded System
系所名稱
Department
畢業學年期
Year, semester
語文別
Language
學位類別
Degree
頁數
Number of pages
61
研究生
Author
指導教授
Advisor
召集委員
Convenor
口試委員
Advisory Committee
口試日期
Date of Exam
2006-06-26
繳交日期
Date of Submission
2006-08-22
關鍵字
Keywords
嵌入式系統、效能調校、著色管線
Rendering Pipeline, OpenGLES, Performance Tuning, Embedded System
統計
Statistics
本論文已被瀏覽 5687 次,被下載 2404
The thesis/dissertation has been browsed 5687 times, has been downloaded 2404 times.
中文摘要
本篇論文提出一個全新且具有跨平台能力,針對嵌入式系統所設計的圖形效能調校引擎GPTT (Graphics Performance Tuning Tool)。其主要的目的在於幫助遊戲或應用程式開發人員,去發掘其所開發的軟體在圖形上的效能瓶頸主要發生在著色管線的那一個部份,開發人員在根據此效能資訊去調整花費時間做的部份,提升整體軟體的執行速度,以充分提升系統使用率。

在跨平台方面,我們主要是將整個效能調校工具與現行的圖形函式庫OpenGL ES綁在一起已達到跨平台的能力,換句話說,我們擴充了原本圖形函式庫的功能,進一步的偵測其繪圖管線各個部位所花費的執行時間及工作量,以提供軟體開發人員精確的效能資訊,來得知軟體系統的效能瓶頸發生在哪個部位。
Abstract
This thesis presents a new cross-platform graphics performance tool, GPTT (Graphics Performance Tuning Tool), which is designed for helping developers to find the performance bottleneck of their games or applications on embedded systems. The functions of performance tool are embedded into the standard graphics library, OpenGL ES, to achieve cross-platform. In order to verify the proposed tool, we also implement the OpenGL ES specification in addition to the tool itself. The performance tool is separated into visualization part and measurement part from which it successfully decreases the load in embedded system, while running the application. Via the tool it identifies many bottlenecks that can be improved.
目次 Table of Contents
Chapter 1 Introduction 1
Chapter 2 Related Work 3
2.1 OpenGL ES 3
2.1.1 OpenGL ES as a State Machine 4
2.1.2 Rendering Pipeline of OpenGL ES 1.X and 2.0 5
2.2 Existing Benchmarks 6
2.2.1 SPMark04 and 3DMark Mobile06 6
2.2.2 SPECviewperf 9
2.3 Graphics Debugger Tools 11
2.3.1 NVperfHDU 11
2.3.2 gDEBugger 12
2.4 Related Researches 13
Chapter 3 The Graphics Performance Tuning Tool 15
3.1 System Overview 15
3.2 The Workloads 17
3.2.1 General Workloads 17
3.2.2 Detailed Measurements 19
3.3 Functions Definition of GPTT 22
Chapter 4 Implementation 25
4.1 The Implementation of OpenGL ES 25
4.1.1 Challenges 27
4.1.2 Performance Enhancement 28
4.2 The Implementation of GPTT 31
4.2.1 Overhead of GPTT 31
4.2.2 User Interface 32
4.2.3 Bottleneck Analysis Using GPTT 38
Chapter 5 Conclusions and Future Work 41
References 42
Appendix A The GPTT System: A Specification 44
Implementation of General Workloads 45
Implementation of Detailed Measurements 47
The Extension Functions List and Description 50
參考文獻 References
[1]Khronos, “OpenGL ES”, available at http://www.khronos.org/opengles/
[2] Futuremark Corporation, “SPMark04”, available at
http://www.futuremark.com/products/spmark04/
[3] Futuremark Corporation, “3DMark Mobile06”, available at
http://www.futuremark.com/products/3dmarkmobile06/
[4] graphicREMEDY Corporation, “gDEBugger”, available at
http://www.gremedy.com/
[5] nVIDIA Corporation, “NVperfHDU”, available at
http://developer.nvidia.com/object/nvperfhud_home.html
[6] Silicon Graphics, “OpenGL”, available at http://www.opengl.org/
[7] Microsoft Corporation. “DirectX”, available at
http://www.microsoft.com/windows/directx/default.aspx
[8] SPEC, “SPECvireperf 8.1”, available at
http://www.spec.org/gpc/opc.static/vp81information.html
[9] Hawk Software, “GLTrace Programming Utility”, available at
http://www.hawksoft.com/gltrace/
[10] Futuremark Corporation, “3D Mark series benchmarks” available at
http://www.futuremark.com/products/
[11] J.C. Dunwoody and M.A. Linton. “Tracing Interactive 3D Graphics Programs”, Proc. AMC Symp. On Interactive 3D Graphics, 1990.
[12] T. Mitra and T. Chiueh. “Dynamic 3D Graphics Workload Characterization and the Architectural Implications”, Proc. 32nd ACM/IEEE Int. Symp. on Microarchitecture
(MICRO), 1999, pp. 62-71.
[13] I. Antochi, B. Juurlink, S. Vassiliadis, and P. Liuha. “GraalBench: A 3D Graphics
Benchmark Suite for Mobile Phones”, Proc. 2004 ACM SIGPLAN/SIGBED conference on Languages, compilers, and tools for embedded systems.
[14] N. Duca, K. Niski, J. Bilodeau, M. Bolitho, Y. Chen, and J. Cohen. “A Relational Debugging Engine for the Graphics Pipeline”, Proc. ACM. 2005.
[15] D. Shreiner. “Performance OpenGL: Platform Independent Techniques”, Proc. ACM SIGGRAPH 2001 Course # 3.
[16] R. Fernando. “GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics”, Addison-Wesley, 2004.
[17] Silicon Graphics, “OpenGL Shading Language”,
available at http://www.opengl.org/documentation/oglsl.html
[18] Id Software Inc., “Quake III”, available at http://www.idsoftware.com
[19] Sunspire Studios, “Tux Racer”, available at http://tuxraccer.sourceforge.net
[20] Andrew S. Glassner, “Graphics Gems,” Academic Press, Inc., 1990.
[21] James Arvo, “Graphics Gems II,” Academic Press, Inc., 1991.
[22] David Kirk, “Graphics Gems III,” Academic Press, Inc., 1992.
[23] Dave Shreiner, “OpenGL Programming Guide”, Addison Wesley, 2003
[24] NeonHelium Productions, available at http://nehe.gamedev.net/
電子全文 Fulltext
本電子全文僅授權使用者為學術研究之目的,進行個人非營利性質之檢索、閱讀、列印。請遵守中華民國著作權法之相關規定,切勿任意重製、散佈、改作、轉貼、播送,以免觸法。
論文使用權限 Thesis access permission:校內校外完全公開 unrestricted
開放時間 Available:
校內 Campus: 已公開 available
校外 Off-campus: 已公開 available


紙本論文 Printed copies
紙本論文的公開資訊在102學年度以後相對較為完整。如果需要查詢101學年度以前的紙本論文公開資訊,請聯繫圖資處紙本論文服務櫃台。如有不便之處敬請見諒。
開放時間 available 已公開 available

QR Code