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4,147 bytes added, 00:47, 14 December 2015
Work Breakdown and Progress
== Enhancement ==
<br/>
'''Title: Multi-threaded Node Absolute Calculator'''
'''Multi-threaded Node Absolute CalculatorEnhancement Result'''
* The frame flow is very smooth due to the transformation of the node chains which are updated concurrently and efficiently during rendering instead of being done sequentially.
<Multi-Thread Resources>* The program runs significantly faster. To show improved performance of the Emperor Engine, we used Performance and Diagnostic tool in Visual Studio on a lab computer. It shows that by using multiple threads, performance has improved 10 times.
[https[File:Node Absolute Calculator Result.jpg]] <br/>'''Enhancement Process''' * Class ThreadPool** An object of ''ThreadPool'' class is created at its initialization to accept threads in a vector called ''threads''.** The number of threads depends on the number of the computer core systems, it can be obtained at the run time through std::thread::hardware_concurrency() in ''ThreadPool'' constructor.** The ''threadPool'' is a queue holding jobs which are defined as std::function, and a job is added into ''threadPool ''in ''AddJob'' function.** std::mutex and std::condition_variable is used to lock and unlock threads status and to wake threads respectively. In addition to, two bool type variables (quit and stopped) are flags to decline a new job while the thread pool is shutting down.** In ''Run'' function, the ''threadPool'' dispatches a job to each thread to be finished one by one until all jobs are done or the program is terminated.** The ''ShutDown'' function wakes all threads up and makes them join to be terminated. * To Use the Threads** When the NodeManager performs the function updateValues for each active object from the vector activeObjects, jobs(active objects(Node)’ _updateAbs function) are added to the queue threadPool waiting to calculate node’s absolute transformation.** While adding jobs, one slept thread from the thread pool wakes up, and performs the ''Run'' function subsequently.** Before the function ''updateValues'' ends, threads are terminated through the ShutDown function of ''ThreadPool''.  '''Enhancement Description'''<br/scs>Multi-threading technology is used for calculating node absolute transformation in Emperor Engine which gives a performance enhancement. Every time the engine renders a scene with the nodes (which happens in NodeManager) it works through an iteration using a loop to update the absolute matrix sequentially.senecacBy using multiple threads, it works much faster and makes engine work in a more efficient way.<br/><br/> '''Work Load Division''' * Member 1(Erquan (Ashley) Bi)** Worked onhow many threads are needed and how they are being divided and dispatched form the thread pool to a vector of threads for each core to calculate node absolute transformation. * Member 2 (Eunju Han)** Managed threads’ running and termination with determined threads and Merged code with Ashley’s work and tested with the client program (Lab8).ca  '''Source Code Repository'''<br/~oop345>[https:/pages/contentbitbucket.org/Apex_Page/scs_emperor https:/multi/bitbucket.html Multi-Threading of OOP345org/Apex_Page/scs_emperor]
[https:<br//solarianprogrammer.com/2011/12/16/cpp-11-thread-tutorial/ C++ Multithreading Tutorial]>
[http://www.cplusplus.com/reference/thread/thread/ std::thread]
'''References'''
* Multi-Thread Resources
[https://scs.senecac.on.ca/~oop345/pages/content/multi.html Multi-Threading of OOP345]
[https://solarianprogrammer.com/2011/12/16/cpp-11-thread-tutorial/ C++ Multithreading Tutorial]
[http://www.cplusplus.com/reference/thread/thread/ std::thread]
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* BitBucket Fetching a remote reference<br/>
https://help.github.com/articles/fetching-a-remote/<br/>
<br/><br/>
<s>Sphere Collision or View Frustum Culling</s><br/>
<s><Sphere Collision Resources> <br/>
== Work Breakdown and Progress ==
<br/>
BitBucket Fetching a remote reference'''Project completed'''<br/>https://helpOur team Apex, has finished Emperor_Engine Version 1.0.githubWe completed testing it with Directx11 in release mode.com/articles/fetchingThere are also all four OpenGL lab codes filled in, and we have tried to re-a-remote/implement all part OpenGL we need. However, due to the lack of time and some reasons related to materials and textures, this game engine with OpenGL does not work properly. [[File:apex_version1.png]]
<br/>'''Engine enhancement completed'''<br/>Our team Apex has submit Engine Enhancement assignment with the tag "EngineEnhancement" on the group repository on Nov 27th, 2015.<br/>Please look at the section above in details.  '''Lab workloadcompleted'''*Ashley: Lab2, 4, 5, 7, 10, OpenGL lab8 and 9<br/> *Eunju: Lab1, 3, 6, 8, 9, OpenGL lab7 and 10<br/><br/>'''Lab Workload Plan'''
*Anybody: lab1(Eunju)<br/>
*Ashley: lab2,5,8<br/>
*Eunju: lab3,6,9<br/>
*<s>Frank: lab4,7,10</s><br/><br/>
{| class="wikitable sortable" border="1" cellpadding="5"
| Lab 3 || Eunju || Yes 2015-10-17 || 2015-10-09
|-
| Submit Proposal / Research Document || Group|| NO YES ||Friday October 16th, 2015
|-
| Lab 4 || <s>Frank</s> Ashley || Yes 2015-11-03 (late because of team member set back) || 2015-10-16
|-
| Lab 5 || Ashley || Yes 2015-11-03 || 2015-11-03
|-
| Lab 6 || Eunju || Yes 2015-11-06 07(1 min late because of merging issue) || 2015-11-06
|-
| Lab 7 || <s>Frank</s> Ashley|| Yes 2015-11-13 || 2015-11-13
|-
| Lab 8 || Eunju || Yes 2015-11-20 || 2015-11-20
| Lab 9 || Eunju || Yes 2015-11-26 || 2015-11-27
|-
| Lab 10 || <s>Frank</s> Ashley || NO Yes 2015-12-04 ||2015-12-04|-| OpenGL Lab7 || Eunju || Yes Code 2015-12-13 ||2015-11-13|-| OpenGL Lab8 || Ashley || Yes Code 2015-12-13 ||2015-11-20|-| OpenGL Lab9 || Ashley || Yes Code 2015-12-13 ||2015-11-27|-| OpenGL Lab10 || Eunju|| Yes Code 2015-12-13 ||2015-12-04
|-
| Submit Engine Enhancement|| Group|| NO YES ||Friday November 27thDecember 4th, 2015
|-
| Submit Project (completed engine) || Group|| NO YES ||Thursday Sunday December 10th13th, 2015
|-
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