annotate resume/A-6-1-065746.tex @ 5:0e2dc887acbc

fix resume
author aaa
date Thu, 11 Feb 2010 16:27:06 +0900
parents e7afb57e4d2d
children 33b452ac54cd
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
rev   line source
3
87dcdee06b05 add resume
aaa
parents:
diff changeset
1 \documentclass[twocolumn,twoside,9.5pt]{jarticle}
87dcdee06b05 add resume
aaa
parents:
diff changeset
2 % \usepackage[dvips]{graphicx}
87dcdee06b05 add resume
aaa
parents:
diff changeset
3 \usepackage[dvipdfm]{graphicx}
87dcdee06b05 add resume
aaa
parents:
diff changeset
4 \usepackage{fancyhdr,picins}
87dcdee06b05 add resume
aaa
parents:
diff changeset
5 \pagestyle{fancy}
87dcdee06b05 add resume
aaa
parents:
diff changeset
6 \lhead{\parpic{
87dcdee06b05 add resume
aaa
parents:
diff changeset
7 \includegraphics[height=1zw,clip,keepaspectratio]{pic/emblem-bitmap.pdf}}
87dcdee06b05 add resume
aaa
parents:
diff changeset
8 琉球大学主催 工学部情報工学科 卒業研究発表会}
87dcdee06b05 add resume
aaa
parents:
diff changeset
9 \rhead{}
87dcdee06b05 add resume
aaa
parents:
diff changeset
10 \cfoot{}
87dcdee06b05 add resume
aaa
parents:
diff changeset
11
87dcdee06b05 add resume
aaa
parents:
diff changeset
12 \setlength{\topmargin}{-1in \addtolength{\topmargin}{15mm}}
87dcdee06b05 add resume
aaa
parents:
diff changeset
13 \setlength{\headheight}{0mm}
87dcdee06b05 add resume
aaa
parents:
diff changeset
14 \setlength{\headsep}{5mm}
87dcdee06b05 add resume
aaa
parents:
diff changeset
15 \setlength{\oddsidemargin}{-1in \addtolength{\oddsidemargin}{11mm}}
87dcdee06b05 add resume
aaa
parents:
diff changeset
16 \setlength{\evensidemargin}{-1in \addtolength{\evensidemargin}{21mm}}
87dcdee06b05 add resume
aaa
parents:
diff changeset
17 \setlength{\textwidth}{181mm}
87dcdee06b05 add resume
aaa
parents:
diff changeset
18 \setlength{\textheight}{261mm}
87dcdee06b05 add resume
aaa
parents:
diff changeset
19 \setlength{\footskip}{0mm}
87dcdee06b05 add resume
aaa
parents:
diff changeset
20 \pagestyle{empty}
87dcdee06b05 add resume
aaa
parents:
diff changeset
21
87dcdee06b05 add resume
aaa
parents:
diff changeset
22 \begin{document}
87dcdee06b05 add resume
aaa
parents:
diff changeset
23 \title{SceneGraph を用いた\\マルチコア CPU 向けゲームの処理}
87dcdee06b05 add resume
aaa
parents:
diff changeset
24 \author{065746J 仲宗根広樹 指導教員 : 河野真治}
87dcdee06b05 add resume
aaa
parents:
diff changeset
25 \date{\today}
87dcdee06b05 add resume
aaa
parents:
diff changeset
26 \maketitle
87dcdee06b05 add resume
aaa
parents:
diff changeset
27 \thispagestyle{fancy}
87dcdee06b05 add resume
aaa
parents:
diff changeset
28
87dcdee06b05 add resume
aaa
parents:
diff changeset
29 \section{概要}
87dcdee06b05 add resume
aaa
parents:
diff changeset
30 近年のゲームマシンは高度な並列性を持つようになっており、
87dcdee06b05 add resume
aaa
parents:
diff changeset
31 ゲームプログラムでの様々なレベルでの並列処理が必須となっている。
87dcdee06b05 add resume
aaa
parents:
diff changeset
32 プログラムの一部を並列処理するのではなく、定常的な並列度を提供する
87dcdee06b05 add resume
aaa
parents:
diff changeset
33 必要がある。しかし、
87dcdee06b05 add resume
aaa
parents:
diff changeset
34 データが処理される順番を把握することができないので出力結果などが特定しづらく、
87dcdee06b05 add resume
aaa
parents:
diff changeset
35 逐次型に比べて難易度が高い
87dcdee06b05 add resume
aaa
parents:
diff changeset
36 データ転送やタスクの生成、管理等の技術が多く存在する。
87dcdee06b05 add resume
aaa
parents:
diff changeset
37 短期間の学生実験では新しい技術を習得することに時間を割かれ、ゲームの完成度を上げることが難しくなる。
87dcdee06b05 add resume
aaa
parents:
diff changeset
38
87dcdee06b05 add resume
aaa
parents:
diff changeset
39 そこで本研究では、
87dcdee06b05 add resume
aaa
parents:
diff changeset
40 SceneGraph と言うゲーム中の1つの場面(Scene) を構成するオブジェクトやその振る舞い、ゲームのルールの集合を導入する。
87dcdee06b05 add resume
aaa
parents:
diff changeset
41 SceneGraph の処理を自動的に並列に行なうことにより、並列処理と、習得の早い
87dcdee06b05 add resume
aaa
parents:
diff changeset
42 ゲームプログラミングの両立を可能にする。
87dcdee06b05 add resume
aaa
parents:
diff changeset
43
87dcdee06b05 add resume
aaa
parents:
diff changeset
44 \section{SceneGraph を使ったゲーム作成}
87dcdee06b05 add resume
aaa
parents:
diff changeset
45 SceneGraph のノードは親子関係を持つ tree で構成される(図\ref{fig:SceneGraph})。
87dcdee06b05 add resume
aaa
parents:
diff changeset
46
87dcdee06b05 add resume
aaa
parents:
diff changeset
47 SceneGraph を使用すると、ゲーム内のオブジェクトは個別に SceneGraph ノードに分けられているので、ノードを別個に処理すると自然と並列度がでてくる。
87dcdee06b05 add resume
aaa
parents:
diff changeset
48
87dcdee06b05 add resume
aaa
parents:
diff changeset
49 SceneGraph ノード は以下のようなデータと動作を持つ。
87dcdee06b05 add resume
aaa
parents:
diff changeset
50 \begin{itemize}
87dcdee06b05 add resume
aaa
parents:
diff changeset
51 \item データ
87dcdee06b05 add resume
aaa
parents:
diff changeset
52 \begin{enumerate}
87dcdee06b05 add resume
aaa
parents:
diff changeset
53 \item Vertex :ポリゴンオブジェクトの頂点座標
87dcdee06b05 add resume
aaa
parents:
diff changeset
54 \item Texture:ポリゴンオブジェクトのテクスチャ座標
87dcdee06b05 add resume
aaa
parents:
diff changeset
55 \item TextureImage:テクスチャイメージ
87dcdee06b05 add resume
aaa
parents:
diff changeset
56 \item TransMatrix :ポリゴンオブジェクトの変換行列
87dcdee06b05 add resume
aaa
parents:
diff changeset
57 \item Coordinates :オブジェクトの座標
87dcdee06b05 add resume
aaa
parents:
diff changeset
58 \item Angle:オブジェクトの角度
87dcdee06b05 add resume
aaa
parents:
diff changeset
59 \item Property:オブジェクトのゲームに係わる内部状態
87dcdee06b05 add resume
aaa
parents:
diff changeset
60 \end{enumerate}
87dcdee06b05 add resume
aaa
parents:
diff changeset
61 \item 動作
87dcdee06b05 add resume
aaa
parents:
diff changeset
62 \begin{enumerate}
87dcdee06b05 add resume
aaa
parents:
diff changeset
63 \item Move:自律的なオブジェクトの動き
87dcdee06b05 add resume
aaa
parents:
diff changeset
64 \item Collision:他のノードとの衝突判定をする
87dcdee06b05 add resume
aaa
parents:
diff changeset
65 \end{enumerate}
87dcdee06b05 add resume
aaa
parents:
diff changeset
66 \end{itemize}
87dcdee06b05 add resume
aaa
parents:
diff changeset
67
4
e7afb57e4d2d resume part2 fix
aaa
parents: 3
diff changeset
68 SceneGraph の親子関係に沿って TransMatrix を計算し、Move, Collision を実行することで SceneGraph 内のオブジェクトが変化する。Collision によって Move が変更され、Move によって Coordinates や Angle が変更される。これらをどのように変更させるかがゲームのルールになる。
e7afb57e4d2d resume part2 fix
aaa
parents: 3
diff changeset
69
3
87dcdee06b05 add resume
aaa
parents:
diff changeset
70 \begin{figure}[htb]
87dcdee06b05 add resume
aaa
parents:
diff changeset
71 \begin{center}
87dcdee06b05 add resume
aaa
parents:
diff changeset
72 \includegraphics[scale=0.4]{image/SceneGraph.pdf}
4
e7afb57e4d2d resume part2 fix
aaa
parents: 3
diff changeset
73 \caption{tree 構造の SceneGraph}
3
87dcdee06b05 add resume
aaa
parents:
diff changeset
74 \label{fig:SceneGraph}
87dcdee06b05 add resume
aaa
parents:
diff changeset
75 \end{center}
87dcdee06b05 add resume
aaa
parents:
diff changeset
76 \end{figure}
87dcdee06b05 add resume
aaa
parents:
diff changeset
77
87dcdee06b05 add resume
aaa
parents:
diff changeset
78
87dcdee06b05 add resume
aaa
parents:
diff changeset
79 \section{Cell Broadband Engine} \label{sec:cell}
87dcdee06b05 add resume
aaa
parents:
diff changeset
80 Cell\cite{cell} は1基の PowerPC Processor Element (PPE) と8基の Synergistic Processor Element (SPE) で構成されるヘテロジニアスマルチコアプロセッサである。各プロセッサは高速バスで接続されている。本研究では6基の SPE が使用可能となっている。
87dcdee06b05 add resume
aaa
parents:
diff changeset
81
87dcdee06b05 add resume
aaa
parents:
diff changeset
82 \section{Cerium}
87dcdee06b05 add resume
aaa
parents:
diff changeset
83 Cerium とは当研究室で開発した Cell 上で動作するゲームフレームワークである。
87dcdee06b05 add resume
aaa
parents:
diff changeset
84 Cerium は SceneGraph、OSMesa に代表される Rendering Engine、そしてそれらの実行単位を Task とし、動的に全てのコアが動作する様な割り振りを行うカーネル TaskManager で構成されている。
87dcdee06b05 add resume
aaa
parents:
diff changeset
85
87dcdee06b05 add resume
aaa
parents:
diff changeset
86 現在、Cerium では SceneGraph の Move, Collision を PPE でシーケンシャルに処理しているので、この部分の処理を SPE を用いて並列に処理するように変更する。
87dcdee06b05 add resume
aaa
parents:
diff changeset
87
5
0e2dc887acbc fix resume
aaa
parents: 4
diff changeset
88 \section{SceneGraph の並列処理}
0e2dc887acbc fix resume
aaa
parents: 4
diff changeset
89 \subsection{Property}
0e2dc887acbc fix resume
aaa
parents: 4
diff changeset
90 オブジェクトの動作や衝突判定に必要になるのは Coordinates や Angle であり、Polygon や Texture のデータは不要になる。そこでゲームに必要なオブジェクトの内部状態を持った Property を用いる。Property には Coordinates, Angle の他に、tree を再生成する時に必要な親子関係なども含める。一方の tree を Rendering で使用し、もう一方を Move, Collision で使用し、両方の処理が終わったら、相互にバッファを切り替える。切替える時に二つのタスクは同期する必要がある。
3
87dcdee06b05 add resume
aaa
parents:
diff changeset
91
87dcdee06b05 add resume
aaa
parents:
diff changeset
92 \subsection{vacuum}
87dcdee06b05 add resume
aaa
parents:
diff changeset
93 SceneGraph の処理の例題として、学生実験で作成されたゲーム vacuum を使用する。
87dcdee06b05 add resume
aaa
parents:
diff changeset
94 vacuum には自機と吸収ブロック、敵ブロックの3種類のオブジェクトがあり、自機を上下左右に移動させ、ボタンを押している間は自機の周りのブロックを引き寄せ、うまく吸収ブロックだけを自機と衝突させるゲームである。このゲームのMoveとCollisionは以下のようになる。
87dcdee06b05 add resume
aaa
parents:
diff changeset
95
87dcdee06b05 add resume
aaa
parents:
diff changeset
96 \begin{figure}[htb]
87dcdee06b05 add resume
aaa
parents:
diff changeset
97 \begin{center}
87dcdee06b05 add resume
aaa
parents:
diff changeset
98 \includegraphics[scale=0.7]{image/vacuum.png}
87dcdee06b05 add resume
aaa
parents:
diff changeset
99 \caption{vacuum のゲーム画面}
87dcdee06b05 add resume
aaa
parents:
diff changeset
100 \label{fig:vacuum}
87dcdee06b05 add resume
aaa
parents:
diff changeset
101 \end{center}
87dcdee06b05 add resume
aaa
parents:
diff changeset
102 \end{figure}
87dcdee06b05 add resume
aaa
parents:
diff changeset
103
87dcdee06b05 add resume
aaa
parents:
diff changeset
104 %SceneGraph ノードにはポリゴンを形成するための点やテクスチャの座標等が含まれている。これらの情報を全て SPE に送ると Local Store に入りきらない。そのため Move、Collision に必要な Coordinates, Angle, 親子関係の情報、生成消滅の情報を持つ Property の配列を作成する。
87dcdee06b05 add resume
aaa
parents:
diff changeset
105 %SceneGraph の tree と Property のバッファは二つ用意する。
87dcdee06b05 add resume
aaa
parents:
diff changeset
106
87dcdee06b05 add resume
aaa
parents:
diff changeset
107 % \subsection{Move}
87dcdee06b05 add resume
aaa
parents:
diff changeset
108 [Move] vacuum のオブジェクトは全て独立して動くので、使用する SPE に均等に Property を割り振る。
87dcdee06b05 add resume
aaa
parents:
diff changeset
109 SPE でオブジェクトの種類毎の Move 処理を行い、Property を更新して PPE に返す。
87dcdee06b05 add resume
aaa
parents:
diff changeset
110
87dcdee06b05 add resume
aaa
parents:
diff changeset
111 \if0
87dcdee06b05 add resume
aaa
parents:
diff changeset
112 \begin{figure}[htb]
87dcdee06b05 add resume
aaa
parents:
diff changeset
113 \begin{center}
87dcdee06b05 add resume
aaa
parents:
diff changeset
114 \includegraphics[scale=0.43]{image/Move.pdf}
87dcdee06b05 add resume
aaa
parents:
diff changeset
115 \caption{vacuum の Move}
87dcdee06b05 add resume
aaa
parents:
diff changeset
116 \label{fig:Move}
87dcdee06b05 add resume
aaa
parents:
diff changeset
117 \end{center}
87dcdee06b05 add resume
aaa
parents:
diff changeset
118 \end{figure}
87dcdee06b05 add resume
aaa
parents:
diff changeset
119 \fi
87dcdee06b05 add resume
aaa
parents:
diff changeset
120
87dcdee06b05 add resume
aaa
parents:
diff changeset
121 % \subsection{Collision}
87dcdee06b05 add resume
aaa
parents:
diff changeset
122 [Collision]
87dcdee06b05 add resume
aaa
parents:
diff changeset
123 vaccum の Collision は自機と吸収ブロック(Collision A)、自機と敵ブロック(Collision B)の二つがある。
87dcdee06b05 add resume
aaa
parents:
diff changeset
124 Collision の種類毎に SPE で動作する Collision Task を作成する。どちらの Collision も自機とブロックの衝突判定しか行わないので SPE には自機とブロックの Property を送り、SPE で2者間の衝突判定を行い、Property を更新して PPE に返す。(図\ref{fig:Collision})\\
87dcdee06b05 add resume
aaa
parents:
diff changeset
125
87dcdee06b05 add resume
aaa
parents:
diff changeset
126 \begin{figure}[htb]
87dcdee06b05 add resume
aaa
parents:
diff changeset
127 \begin{center}
87dcdee06b05 add resume
aaa
parents:
diff changeset
128 \includegraphics[scale=0.43]{image/Collision.pdf}
87dcdee06b05 add resume
aaa
parents:
diff changeset
129 \caption{Collision に使う Property を各 SPE に渡す}
87dcdee06b05 add resume
aaa
parents:
diff changeset
130 \label{fig:Collision}
87dcdee06b05 add resume
aaa
parents:
diff changeset
131 \end{center}
87dcdee06b05 add resume
aaa
parents:
diff changeset
132 \end{figure}
87dcdee06b05 add resume
aaa
parents:
diff changeset
133
87dcdee06b05 add resume
aaa
parents:
diff changeset
134 Move, Collision を SPE で処理する際に、SPE には SceneGraph ノードは送らない。代わりに vacuum の Move, Collision に必要な情報をまとめた Property を送る。
87dcdee06b05 add resume
aaa
parents:
diff changeset
135 Property は SceneGraph ノードと1対1で対応しており、Coordinates, Angle, 親子関係の情報, ノードの生成消滅の情報を持つ。
87dcdee06b05 add resume
aaa
parents:
diff changeset
136 PPE 側では返されてきた Property を元に SceneGraph を作成し Tree を再構成して Rendering に渡す。
87dcdee06b05 add resume
aaa
parents:
diff changeset
137
87dcdee06b05 add resume
aaa
parents:
diff changeset
138 \section{まとめと今後の課題}
87dcdee06b05 add resume
aaa
parents:
diff changeset
139 \begin{itemize}
87dcdee06b05 add resume
aaa
parents:
diff changeset
140 \item 現在は SPE 1基で SceneGraph を処理する例題の作成途中なので、複数 SPE に均等に処理を割り振る例題の作成。
87dcdee06b05 add resume
aaa
parents:
diff changeset
141 \item Property から SceneGraph を生成し tree を構築する部分において、SceneGraph の新規生成と削除を考慮した設計を行う。
87dcdee06b05 add resume
aaa
parents:
diff changeset
142 \item xml から作成された SceneGraph はオリジナルとして配列に順次格納されている。現在は SceneGraph を create する場合はオリジナルの配列をリニアサーチしてきた物をコピーしている。このオリジナルの配列を Texture を管理している hash テーブルを用いてまとめて管理できるようにする。
87dcdee06b05 add resume
aaa
parents:
diff changeset
143 \end{itemize}
87dcdee06b05 add resume
aaa
parents:
diff changeset
144
87dcdee06b05 add resume
aaa
parents:
diff changeset
145 \thispagestyle{fancy}
87dcdee06b05 add resume
aaa
parents:
diff changeset
146 \begin{thebibliography}{9}
87dcdee06b05 add resume
aaa
parents:
diff changeset
147
87dcdee06b05 add resume
aaa
parents:
diff changeset
148 \bibitem{cell}Sony Corporation.
87dcdee06b05 add resume
aaa
parents:
diff changeset
149
87dcdee06b05 add resume
aaa
parents:
diff changeset
150 Cell BroadbandEngine \texttrademark アーキテクチャ, 2006
87dcdee06b05 add resume
aaa
parents:
diff changeset
151
87dcdee06b05 add resume
aaa
parents:
diff changeset
152 \bibitem{spursengine}TOSHIBA: SpursEngine
87dcdee06b05 add resume
aaa
parents:
diff changeset
153
87dcdee06b05 add resume
aaa
parents:
diff changeset
154 \verb|http://www.semicon.toshiba.co.jp|\\
87dcdee06b05 add resume
aaa
parents:
diff changeset
155 \verb|/product/assp/selection/spursengine/index.html|
87dcdee06b05 add resume
aaa
parents:
diff changeset
156
87dcdee06b05 add resume
aaa
parents:
diff changeset
157 \bibitem{cerium} SourceForge.JP: Cerium Rendering Engine
87dcdee06b05 add resume
aaa
parents:
diff changeset
158
87dcdee06b05 add resume
aaa
parents:
diff changeset
159 \verb|https//sourceforge.jp/projects/cerium/|
87dcdee06b05 add resume
aaa
parents:
diff changeset
160
87dcdee06b05 add resume
aaa
parents:
diff changeset
161 \bibitem{opencl} OpenCL
87dcdee06b05 add resume
aaa
parents:
diff changeset
162
87dcdee06b05 add resume
aaa
parents:
diff changeset
163 \verb|http://www.khronos.org/opencl/|
87dcdee06b05 add resume
aaa
parents:
diff changeset
164
87dcdee06b05 add resume
aaa
parents:
diff changeset
165 \bibitem{wataru} Wataru MIYAGUNI.
87dcdee06b05 add resume
aaa
parents:
diff changeset
166
87dcdee06b05 add resume
aaa
parents:
diff changeset
167 Cell 用の Fine-Grain Task Manager の実装, 2009
87dcdee06b05 add resume
aaa
parents:
diff changeset
168
87dcdee06b05 add resume
aaa
parents:
diff changeset
169 \end{thebibliography}
87dcdee06b05 add resume
aaa
parents:
diff changeset
170 \end{document}