From 6a18f738c8dd6e3fe9f21c27f70f7df201e54d24 Mon Sep 17 00:00:00 2001 From: Sam Anthony Date: Thu, 10 Oct 2024 17:58:30 -0400 Subject: move report to its own directory --- report.tex | 121 ------------------------------------------------------------- 1 file changed, 121 deletions(-) delete mode 100644 report.tex (limited to 'report.tex') diff --git a/report.tex b/report.tex deleted file mode 100644 index a2d8409..0000000 --- a/report.tex +++ /dev/null @@ -1,121 +0,0 @@ -\documentclass{article} -\usepackage{graphicx} -\usepackage{listings} -\usepackage{xcolor} - -\definecolor{codegreen}{rgb}{0, 0.6, 0} -\definecolor{codegray}{rgb}{0.5, 0.5, 0.5} -\definecolor{backcolor}{rgb}{0.95, 0.95, 0.92} - -\lstdefinestyle{mystyle}{ - backgroundcolor=\color{backcolor}, -% commentstyle=\color{codegreen}, -% keywordstyle=\color{magenta}, -% basicstyle=\ttfamily, - tabsize=2, -} -\lstset{style=mystyle} -\lstset{language=C} - -\title{2D Bouncing Balls Simulation with TBB\\ -\large COMP 426 Assignment 2} - -\author{Sam Anthony 40271987} - -\begin{document} - -\maketitle - -The program uses TBB to leverage data-level parallelism in the simulation. -The brunt of the computational work is in simulating the collisions between balls. -This was the main area of focus when parallelizing the program. - -Each frame, the program must test each pair of balls for a collision. -If two balls are found to be colliding, their positions and velocities must react accordingly. -The goal is to perform as many of these tests as possible in parallel. -However, the outcome of one collision may affect the position and velocity of one or both of the colliding balls. -Therefore, if two collision tests share at least one common ball, then they cannot happen concurrently. -If they did, then they could both write the shared ball at once---a race condition. - -A potential solution is to lock each ball when it is being tested for collision, perhaps with a TBB concurrent container. -While this would be effective, a more elegant solution is to partition the work such that there is no contention between tasks, obviating the need for an explicit lock. - -The lock-free solution works by partitioning the set of collision-tests so that no two collisions in a cell of the partition share any balls. -Suppose there are $n$ balls labeled 0 through $n-1$. -Let $B$ be the set of balls and $C$ be the set of all collision-tests. -Each element of $C$ is a tuple of the form $(a, b)$ where $a,b \in B$. - -Each ball can be thought of as a vertex in a graph, and each collision-test as an edge in the graph. -Let $G(B, C)$ be such a graph. -Each ball must be tested against every other ball, so $G \equiv K_n$, the complete graph. - -The problem amounts to partitioning the edges of $K_n$ such that no two edges in a cell share an endpoint. -A \emph{matching} is a set of edges without common vertices, so each cell of the partition is a matching on $K_n$. - -A concrete example will illustrate how this works. -Consider the case of $n = 5$. -$B = \{0, 1, 2, 3, 4\}$. -Each ball has to be tested for collision with every other ball, so $C = \{(0, 1), (0, 2), (0, 3), (0, 4), (1, 2), (1, 3), (1, 4), (2, 3), (2, 4), (3, 4)\}$. -This is what $G$ will look like: - -\includegraphics[width=0.25\textwidth]{"k5.png"} - -Here is one possible way to partition the graph: - -\includegraphics[width=0.25\textwidth]{"k5_1.png"} -\includegraphics[width=0.25\textwidth]{"k5_2.png"} -\includegraphics[width=0.25\textwidth]{"k5_3.png"} -\includegraphics[width=0.25\textwidth]{"k5_4.png"} -\includegraphics[width=0.25\textwidth]{"k5_5.png"} -\includegraphics[width=0.25\textwidth]{"k5_6.png"} -\includegraphics[width=0.25\textwidth]{"k5_7.png"} - -This partition has 7 cells. -Red highlighting indicates that those edges are included in the cell. -Note that no edges within a cell share an endpoint---they can be computed concurrently. - -Pseudocode for partitioning the collisions: -\begin{lstlisting} -struct Collision { Ball b1, b2; } -\end{lstlisting} -\begin{lstlisting} -Partition partitionCollisions([]Ball balls) { - G := complete graph on balls - P := empty partition - - while !empty(G.edges) { - cell := matching(G.edges) - G.edges -= cell // remove edges in cell from graph - P.append(cell) - } - - return P -} -\end{lstlisting} -\begin{lstlisting} -[]Edge matching([]Edge E) { - M := empty []Edge - - for each Edge e in E { - for i in [0, len(M)) { - if hasCommonEndPoint(e, M[i]) { - break - } - } - if i >= len(M) { // no shared vertices - M.append(e) - } - } - - return M -} -\end{lstlisting} - -The part of the program that constructs the partition can be found in \texttt{partition.cpp}. -The program simply initializes the balls, and passes them to \texttt{partitionCollisions()} to construct the partition. -Each frame it loops through the cells of the partition and uses \texttt{parallel\_for()} to call \texttt{collideBall()} with each pair of balls in the cell. -This is performed by \texttt{animate()} in \texttt{balls.cpp}. - -\texttt{parallel\_for()} was also used to parallelize some other trivial loops with no depences between iterations. - -\end{document} -- cgit v1.2.3