group 4 : christopher thorpe jonghyun kim eleg-652 principles of parallel computer architectures...
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Group 4 :Christopher Thorpe
Jonghyun Kim
ELEG-652 Principles of Parallel Computer ArchitecturesInstructor : Dr. GaoMentor : JosephData : 12/9/05
Algorithm for a basic ray-tracing
T7
T1 T2
T3 T4
T5
T6
Border
Border
BorderBorder
Building
Src
▶ Three types of tiles 1. Border 2. Building 3. Open space
▶ Three channel models 1. Open space 2. Absorption 3. Reflection
- Divide the map by four areas- Only consider one area- Recursive algorithm
Algorithm for a basic ray-tracing
T7
T1 T2
T3 T4
T5
T6
Border
Border
BorderBorder
Building
Src
▶ Three types of tiles 1. Border 2. Building 3. Open space
▶ Three channel models 1. Open space 2. Absorption 3. Reflection
- Divide the map by four areas- Only consider one area- Recursive algorithm
Algorithm for a basic ray-tracing
T7
T1 T2
T3 T4
T5
T6
Border
Border
BorderBorder
Building
Src
▶ Three types of tiles 1. Border 2. Building 3. Open space
▶ Three channel models 1. Open space 2. Absorption 3. Reflection
- Devide the map by four areas- Only consider one area- Recursive algorithm
Algorithm for a basic ray-tracing
T7
T1 T2
T3 T4
T5
T6
Border
Border
BorderBorder
Building
Src
▶ Three types of tiles 1. Border 2. Building 3. Open space
▶ Three channel models 1. Open space 2. Absorption 3. Reflection
- Devide the map by four areas- Only consider one area- Recursive algorithm
Algorithm for a basic ray-tracing
T7
T1 T2
T3 T4
T5
T6
Border
Border
BorderBorder
Building
Src
▶ Three types of tiles 1. Border 2. Building 3. Open space
▶ Three channel models 1. Open space 2. Absorption 3. Reflection
- Devide the map by four areas- Only consider one area- Recursive algorithm
Algorithm for a basic ray-tracing
T7
T1 T2
T3 T4
T5
T6
Border
Border
BorderBorder
Building
Src
▶ Three types of tiles 1. Border 2. Building 3. Open space
▶ Three channel models 1. Open space 2. Absorption 3. Reflection
- Devide the map by four areas- Only consider one area- Recursive algorithm
Algorithm for a basic ray-tracing
T7
T1 T2
T3 T4
T5
T6
Border
Border
BorderBorder
Building
Src
▶ Three types of tiles 1. Border 2. Building 3. Open space
▶ Three channel models 1. Open space 2. Absorption 3. Reflection
- Devide the map by four areas- Only consider one area- Recursive algorithm
Algorithm for a basic ray-tracing
T7
T1 T2
T3 T4
T5
T6
Border
Border
BorderBorder
Building
Src
▶ Three types of tiles 1. Border 2. Building 3. Open space
▶ Three channel models 1. Open space 2. Absorption 3. Reflection
- Devide the map by four areas- Only consider one area- Recursive algorithm
Algorithm for a basic ray-tracing
T7
T1 T2
T3 T4
T5
T6
Border
Border
BorderBorder
Building
Src
▶ Three types of tiles 1. Border 2. Building 3. Open space
▶ Three channel models 1. Open space 2. Absorption 3. Reflection
- Devide the map by four areas- Only consider one area- Recursive algorithm
Algorithm for a basic ray-tracing
T7
T1 T2
T3 T4
T5
T6
Border
Border
BorderBorder
Building
Src
▶ Three types of tiles 1. Border 2. Building 3. Open space
▶ Three channel models 1. Open space 2. Absorption 3. Reflection
- Devide the map by four areas- Only consider one area- Recursive algorithm
Algorithm for a basic ray-tracing
T7
T1 T2
T3 T4
T5
T6
Border
Border
BorderBorder
Building
Src
▶ Three types of tiles 1. Border 2. Building 3. Open space
▶ Three channel models 1. Open space 2. Absorption 3. Reflection
- Devide the map by four areas- Only consider one area- Recursive algorithm
Algorithm for a basic ray-tracing
T7
T1 T2
T3 T4
T5
T6
Border
Border
BorderBorder
Building
Src
▶ Three types of tiles 1. Border 2. Building 3. Open space
▶ Three channel models 1. Open space 2. Absorption 3. Reflection
- Devide the map by four areas- Only consider one area- Recursive algorithm
Algorithm for a basic ray-tracing
T7
T1 T2
T3 T4
T5
T6
Border
Border
BorderBorder
Building
Src
▶ Three types of tiles 1. Border 2. Building 3. Open space
▶ Three channel models 1. Open space 2. Absorption 3. Reflection
- Devide the map by four areas- Only consider one area- Recursive algorithm
Algorithm for a basic ray-tracing
T7
T1 T2
T3 T4
T5
T6
Border
Border
BorderBorder
Building
Src
▶ Three types of tiles 1. Border 2. Building 3. Open space
▶ Three channel models 1. Open space 2. Absorption 3. Reflection
- Devide the map by four areas- Only consider one area- Recursive algorithm
Distribution algorithm for the ray-tracing
1200
1200
1200
Node 0 takes care ofthis ray range
Node 1 takes care ofthis ray range
Node 2 takes care ofthis ray range
▶ Without balanced tasks
Assume we use three nodes
Distribution algorithm for the ray-tracing▶ With balanced tasks
R1
R2
R3
R4
R5R6
R7 R8
(R1+R2+R3+R4)/3
Assume we use three nodes
Equal ray rangefor buildings is
(R5+R6+R7+R8)/3
Equal ray rangefor borders is
Each node takes careof both ray ranges
0 10 20 30 40 50 60 70 80 90 1000
10
20
30
40
50
60
70
80
90
100
Ray direction graph
When the number of rays is 200
0 10 20 30 40 50 60 70 80 90 1000
10
20
30
40
50
60
70
80
90
100
Ray direction graph
When the number of rays is 10,000
0 10 20 30 40 50 60 70 80 90 1000
10
20
30
40
50
60
70
80
90
100
Intensity graph of the received power
When the number of rays is 200
0 10 20 30 40 50 60 70 80 90 1000
10
20
30
40
50
60
70
80
90
100
Intensity graph of the received power
When the number of rays is 10,000
Test bed
Varying the size of tiles
0
200
400
600
800
1000
1200
1400
1600
1800
0.5 0.4 0.3 0.2 0.1Size of tiles (m)
Runtim
e (
s)
Serial version
Parallel versionwithout balancedtasks
Parallel versionwith balancedtasks
- Map area : 100 ⅹ100 m2
- Number of rays : 3000- Number of nodes : 6
050
100150200250300350400
3000 6000 9000 12000 15000
Number of rays
Runt
ime
(s)
Serial version
Parallel versionwithout balancedtasksParallel version withbalanced tasks
Varying the number of rays
- Map area : 100 ⅹ100 m2
- Tile size : 0.5 m- Number of nodes : 6
00.5
11.5
22.5
33.5
4
Number of rays
Spee
dup
Withoutbalanced tasksWith balancedtasks
Varying the number of rays
- Map area : 100 ⅹ100 m2
- Tile size : 0.5 m- Number of nodes : 6
Varying the number of nodes
020406080
100120140
2 3 4 5 6 7
Number of nodes
Runt
ime
(s)
Without balancedtasksWith balancedtasks
- Map area : 100 ⅹ100 m2 - Runtime of serial version : 231 s- Tile size : 0.2 m- Number of rays : 3000
SRC
Another map
Varying the number of nodes
- Map area : 100 ⅹ100 m2 - Tile size : 0.2 m- Number of rays : 3000
0
1
2
3
4
5
6
2 3 4 5 6 7
Number of nodes
Spe
edup
Withoutbalanced tasksWith balancedtasks
SRC
Another map
Varying the number of nodes
- Map area : 100 ⅹ100 m2
- Number of rays : 3000
0
5
10
15
20
25
30
35
40
45
1 2 3 4 5 6 7 8
Number of nodes
Variance
Tile size : 0.5Tile size : 0.3Tile size : 0.1
Conclusion
• Performace depends on tile size, number of rays, and distribution of builings
• With balanced tasks, performance shows better than without balanced tasks
• Implementation overhead is mitigated for any practical map size.
▶ Ray tracing - V. Sridhara, Models and Methodologies for Simulating Urban Mesh Networks - S. Bohacek, The Graph Properties of MANETs in Urban Environments - J. Hansen, Efficient Indoor Radio Channel Modeling Based on Integral Geomet
ry - http://www.eecis.udel.edu/~bohacek/UDelModels/index.html - http://en.wikipedia.org/wiki/Ray_tracer - http://www.cc.gatech.edu/grads/h/helcyon1/ raytracing/raytracing.html
▶ MPI - http://www-unix.mcs.anl.gov/mpi/tutorial/mpibasics/index.htm - http://www.mpi-forum.org/docs/mpi-20-html/mpi2-report.html - http://www.lam-mpi.org/tutorials/ - http://www-unix.mcs.anl.gov/mpi/mpich
List of references and tools