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- From: Aaron Knoll <knolla@cs.utah.edu>
- To: manta@sci.utah.edu
- Subject: [MANTA] SSE performance
- Date: Mon, 17 Jul 2006 15:52:14 -0600
Hi everyone (especially James and Steve) -
Thiago and I were talking a bit about Manta. Ideally, we'd like to
port the DynRT grid code to Manta and use that as a permanent
framework for our research.
Unfortunately, Manta has a ways to go before that works. Back in June
I was experimenting with the SSE frustum/octree code in Manta, and it
generally performed about 1/5th the speed it did under icc and linux.
I spent a good week trying to get the SSE code performing before I
gave up.
I'm not sure where the problem is; I suspect alignment in RayPacket
could be the culprit but I'm not positive. There are other issues;
for example we really need a way of generating packets of square
tiles, and quickly determining corner rays for frusta traversal.
Could someone (maybe James?) devote some time to fully porting the
DynRT RayPacket and renderer code into Manta? At this point, the
DynRT grid and BVH are well-tested and known to work fast. Once that
is in there, and performing on par with DynRT, then we'd have no
problem abandoning DynRT and merging into Manta.
Hope this request isn't too forward; really I want to work on Manta
as much as possible but I'd prefer not to spend a lot of time
troubleshooting SSE architectural issues as long as DynRT is working
and Chuck's trying to squeeze research out of me :)
-Aaron
- [MANTA] SSE performance, Aaron Knoll, 07/17/2006
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