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GPU610/DPS915 Team 7 Project Page

Revision as of 11:04, 21 February 2018 by Dakoslug (talk | contribs) (Sudoku Solver)

Team 7

Team Members

  1. Alek Minassian
  2. Ariquddowla Chowdhury
  3. Alfred Yeung

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Assignment 1

Creating ray-traced images by Alek Minassian

This is an open-source program available from here. This program can be built and run on both Windows and Linux. A copy of the source code in ZIP format is available in the section below as well as instructions for building and running. The program works by creating one or more objects and placing them on a "Scene". It then adds one or more light sources and traces them as they reflect off or refract through objects. As an example, the following chessboard is generated as follows:

  • A chessboard is created, rotated, and added to the scene.
  • Three spheres are created and added to the scene.
  • Three light sources are added.
  • Finally, the new image is saved.

 

Downloading the source code

A modified version of the project is available from here. The following modifications were made:

  • The raytrace/raytrace/build file used for building on Linux is modified to enable profiling as well as using version 7.2.0 of g++ on Matrix.
  • The Visual Studio solution raytrace/raytrace.sln is upgraded to Visual Studio 2017.
  • Some code has been added to scene.cpp in order to report the time spent in certain parts of the code. This is so that we can get a more granular timing than what is available through profiling.

Building and running on Windows

  • Unzip the source from the previous step and open raytrace/raytrace.sln.
  • Set the active configuration and platform:
    • From the "Build" menu item, select "Configuration Manager..."
    • Change the Active solution platform to be x64.
    • Change the Active solution configuration to be Release.
  • If you run into build issues, you may have to re-target the solution as follows:
    • In the Solution Explorer pane, right-click on the solution and select "Retarget solution".
    • Select the latest Windows SDK version available to you.
  • You can now build the solution from the build menu.
  • Run the program by selecting "Start Without Debugging" from the Debug menu. You should now see the following screen:
        
  • The chessboard image chessboard.png, that was displayed above, is now generated and can be found in the raytrace/raytrace folder.

Building and running on Linux (Matrix)

  • Download the source: curl https://wiki.cdot.senecacollege.ca/w/imgs/Raytrace.a1.zip -o rtsource.zip
  • Unzip the source: unzip rtsource.zip
  • cd raytrace/raytrace
  • chmod a+x build
  • Build the source code: ./build
  • Run the application: ./raytrace chessboard

Profiling and Analysis

The following shows the results of profiling in Visual Studio:

 


Profiling on Matrix

The results of the profiling done on Matrix can be found in this flat profile and this call graph.


The following shows some timings reported by code that was added to the application.

 

Analysis of the code shows that main calls ChessBoardTest which calls SaveImage. Based on the profiling results above, the application spends the majority of its time in SaveImage. Analyzing the code also shows that SaveImage calls TraceRay in a nested loop as follows:

   
        for (size_t i=0; i < largePixelsWide; ++i)
        {
            ......

            for (size_t j=0; j < largePixelsHigh; ++j)
            {
                ......
                TraceRay();
                ......
            }
        }
    

The remainder of the functions where the majority of the time is spent are called from TraceRay. The timing statements added to the code show that 3261 milliseconds are spent in this nested loop. The total time spent in the application is 3658 milliseconds. Therefore, we can conclude that the majority of the time is spent in the above nested loop. Since one iteration of the loop does not depend on another iteration, the calls to TraceRay can be parallelized.

Sudoku Solver by Ariquddowla Chowdhury


This is an open source project that I found on someone's github page which can be found here. This program can be compiled with the GNU C++ compiler.

The program works by first defining what the sudoku board looks like. It sets each value. It checks a value and makes sure it fits based on Sudoku rules. Everytime a value is set, we backtrack to ensure that the rules are kept across the board.

The main chunk of code that seemily would run the longest would be in the verifyValue function.

 for (int y_verify=box_y * 3; y_verify < box_y * 3 + 3; y_verify++) {
	// For each x in the same box
	for (int x_verify=box_x * 3; x_verify < box_x * 3 + 3; x_verify++) {
		// Skip self.
		if (x_verify == x_cord && y_verify == y_cord) {
			continue;
		}
		
		// If same value, failed
		int verifyValue = board[x_verify][y_verify];
		if (verifyValue == value) {
			return false;
		}
	}
  }

This part runs at O(xy) time complexity.

Profiling and Call Graph

After further analysis, the initial solution is already fast.

Flat profile: Each sample counts as 0.01 seconds.

no time accumulated
 %   cumulative   self              self     total           
time   seconds   seconds    calls  Ts/call  Ts/call  name    
 0.00      0.00     0.00    44317     0.00     0.00  SudokuPuzzle::verifyValue(int, int)
 0.00      0.00     0.00        1     0.00     0.00  _GLOBAL__sub_I__ZN12SudokuPuzzleC2Ev
 0.00      0.00     0.00        1     0.00     0.00  _GLOBAL__sub_I_main
 0.00      0.00     0.00        1     0.00     0.00  SudokuPuzzle::solve(int, int)



Call graph

granularity: each sample hit covers 4 byte(s) no time propagated

index % time self children called name

               0.00    0.00   44317/44317       SudokuPuzzle::solve(int, int) [10]

[7] 0.0 0.00 0.00 44317 SudokuPuzzle::verifyValue(int, int) [7]


               0.00    0.00       1/1           __do_global_ctors_aux [18]

[8] 0.0 0.00 0.00 1 _GLOBAL__sub_I__ZN12SudokuPuzzleC2Ev [8]


               0.00    0.00       1/1           __do_global_ctors_aux [18]

[9] 0.0 0.00 0.00 1 _GLOBAL__sub_I_main [9]


                               4701             SudokuPuzzle::solve(int, int) [10]
               0.00    0.00       1/1           SudokuPuzzle::solve() [15]

[10] 0.0 0.00 0.00 1+4701 SudokuPuzzle::solve(int, int) [10]

               0.00    0.00   44317/44317       SudokuPuzzle::verifyValue(int, int) [7]
                               4701             SudokuPuzzle::solve(int, int) [10]


Index by function name

  [8] _GLOBAL__sub_I__ZN12SudokuPuzzleC2Ev (SudokuPuzzle.cpp) [7] SudokuPuzzle::verifyValue(int, int)
  [9] _GLOBAL__sub_I_main (main.cpp) [10] SudokuPuzzle::solve(int, int)


Assessment:


This code would not benefit from parallelism as it is already fast, and each result relies on a previous result. This would make the code incredibly complex to parallelize and it would not benefit as such. Perhaps if the Sudoku board was larger than 9x9 the solution could be faster.

Assignment 2

Assignment 3