
Comparison of Two Parallel Offsetting Algorithms Free from Conflicts Between Threads
Author(s) -
Masatomo Inui,
Daiki Ishii,
Nobuyuki Umezu
Publication year - 2021
Publication title -
international journal of automation technology
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.513
H-Index - 18
eISSN - 1883-8022
pISSN - 1881-7629
DOI - 10.20965/ijat.2021.p0784
Subject(s) - computer science , offset (computer science) , thread (computing) , grid , computation , polygon (computer graphics) , parallel computing , algorithm , parallel algorithm , cuda , mathematics , geometry , telecommunications , frame (networking) , programming language , operating system
Offset computation for expanding a polyhedral object by an offset radius is a fundamental geometric process frequently used in manufacturing applications. This process combined with the triple-dexel representation solid model has become popular because of its robustness and compatibility with parallel processing using a graphics processing unit (GPU). In parallel geometric processing, conflicts between threads must be avoided. Thus, we propose a novel parallel offsetting algorithm free from conflicts between threads. The triple-dexel model is a combination of x -, y -, and z -axis-aligned dexel models. Each dexel model is defined based on an orthogonal grid given on a coordinate plane. We subdivide the grid into several sub-grids of a fixed size in advance. For each sub-grid, a block of GPU threads is assigned. As each GPU thread always processes different dexel elements from the other threads in this method, no conflict occurs. Our research group has previously presented a parallel offset computation algorithm for a polyhedral solid model that also uses a triple-dexel representation model and a GPU. In the previous algorithm, the surface polygons of the model are classified into several groups in advance. The parallel offset computation of multiple polygon groups is realized by selecting groups of polygon in which the offset processing of the polygons does not affect one another. This selection process is time-consuming. Computational experiments were performed to analyze the performance difference between the current algorithm and our previous algorithm. In our experiments, the current algorithm achieved speedups of 1.4 times to 3.2 times compared to our previous offsetting algorithm.