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http://software.intel.com/en-us/articles/multithreading-the-rendering-pipeline-for-3d-
model-animation/
重點整理
王聖川
2011/9/29
 Multithreading solution to accelerate rendering
for animated 3D models.
 Relevant techniques :
 Level of detail of mesh and skeleton.
 SIMD extension instruction.
 GPU based (vertex shader) calculation – models are
offloaded to video memory.
 Skeleton animation – bone structure and pose
transform.
 Animate bone to animate model – vertices are
influenced by parent bones (maybe > 1).
 Animation pipeline has massive matrix
calculations.
 Bone positioning (transforms), vertex positioning
(skinning).
 Animated models are independent.
 Not all models have to be updated for
animation every frame.
 Intermittently update reduces bus traffic, improves
parallelism between CPU and GPU, and void
redundant calculations.
 Modules: thread pool, double buffering, main
thread (rendering call).
 Send the model to be animated into the pool
for multi-threading.
 Store number of models in the thread pool,
g_iNumModelsInPool, accessed by the main thread.
 If g_iNumModelsInPool = 0, models are completely
animation updated and ready for drawing.
 Allow simultaneous skinning and rendering.
 Each model is given two buffers for skinning.
 Read buffer with ready data for main thread to draw.
 Write buffer with next frame data written by the
animation thread.
 Lifetime for each buffer, avoid unready or too old
skinning data.
 Animation thread accesses valid skinned data in
the read buffer for other parallelism (collision …).
 Bus bandwidth for uploading data to video
memory is a bottleneck.
 Update interval of frames, g_iUpdateInterval,
controls the frequency of animation updates.
 Lower interval yields more frequent (smooth)
animation and more computations.
 Higher interval yield less frequent (slower)
animation and less computations.
 Data do not have to be uploaded to video memory
every frame.
 Bones compose the skeleton. Mesh (vertices)
attached to bones compose the skinned model.
 Vertex positions are relative to its parent bones
with weights.
 See red vertex in the following figure.

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Gamedev: Multi-threaded animate model

  • 2.  Multithreading solution to accelerate rendering for animated 3D models.  Relevant techniques :  Level of detail of mesh and skeleton.  SIMD extension instruction.  GPU based (vertex shader) calculation – models are offloaded to video memory.  Skeleton animation – bone structure and pose transform.  Animate bone to animate model – vertices are influenced by parent bones (maybe > 1).
  • 3.  Animation pipeline has massive matrix calculations.  Bone positioning (transforms), vertex positioning (skinning).  Animated models are independent.  Not all models have to be updated for animation every frame.  Intermittently update reduces bus traffic, improves parallelism between CPU and GPU, and void redundant calculations.
  • 4.  Modules: thread pool, double buffering, main thread (rendering call).
  • 5.  Send the model to be animated into the pool for multi-threading.  Store number of models in the thread pool, g_iNumModelsInPool, accessed by the main thread.  If g_iNumModelsInPool = 0, models are completely animation updated and ready for drawing.
  • 6.  Allow simultaneous skinning and rendering.  Each model is given two buffers for skinning.  Read buffer with ready data for main thread to draw.  Write buffer with next frame data written by the animation thread.  Lifetime for each buffer, avoid unready or too old skinning data.  Animation thread accesses valid skinned data in the read buffer for other parallelism (collision …).
  • 7.  Bus bandwidth for uploading data to video memory is a bottleneck.  Update interval of frames, g_iUpdateInterval, controls the frequency of animation updates.  Lower interval yields more frequent (smooth) animation and more computations.  Higher interval yield less frequent (slower) animation and less computations.  Data do not have to be uploaded to video memory every frame.
  • 8.  Bones compose the skeleton. Mesh (vertices) attached to bones compose the skinned model.  Vertex positions are relative to its parent bones with weights.  See red vertex in the following figure.