Exploring Scheduling Algorithms for Parallel Task Graphs: A Modern Game Engine Case Study
Autor: | Mustapha Regragui, Baptiste Coye, Laércio L. Pilla, Raymond Namyst, Denis Barthou |
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Přispěvatelé: | STatic Optimizations, Runtime Methods (STORM), Laboratoire Bordelais de Recherche en Informatique (LaBRI), Université de Bordeaux (UB)-École Nationale Supérieure d'Électronique, Informatique et Radiocommunications de Bordeaux (ENSEIRB)-Centre National de la Recherche Scientifique (CNRS)-Université de Bordeaux (UB)-École Nationale Supérieure d'Électronique, Informatique et Radiocommunications de Bordeaux (ENSEIRB)-Centre National de la Recherche Scientifique (CNRS)-Inria Bordeaux - Sud-Ouest, Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria), Ubisoft |
Rok vydání: | 2022 |
Předmět: | |
Zdroj: | Euro-Par 2022: Parallel Processing ISBN: 9783031125966 International European Conference on Parallel and Distributed Computing (Euro-Par) International European Conference on Parallel and Distributed Computing (Euro-Par), Aug 2022, Glasgow, United Kingdom. pp.103-118, ⟨10.1007/978-3-031-12597-3_7⟩ |
Popis: | International audience; Game engines are at the heart of the design of modern video games. One of their functions is to keep a high frame rate by scheduling the tasks required to generate each frame (image). These tasks are organized in a soft real-time, parallel task graph, which is a scenario very few works have focused on, or adapted scheduling algorithms to. In this paper, we study the scheduling problem of game engines. We model the tasks and the scheduling problem by proling a commercial game engine, adapt and compare dierent scheduling algorithms, and propose two additional scheduling optimizations. |
Databáze: | OpenAIRE |
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