基于计算机的车辆模拟器的高效体系结构

T. Srikanthan, K. Chan, S. K. Leong
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引用次数: 0

摘要

本文提出了一种高效的车辆模拟器原型渲染和显示部分的体系结构。渲染阶段的架构由三个独立的并发单元组成,已被优化以支持两层动态负载平衡技术。所述显示台还被划分为便于将所述像素数据并行更新到所述双帧缓冲区。文中还介绍了帧缓冲器的设计以及通过直接存储器访问(DMA)控制器(通过三个公共地址和数据总线)和彩色视频控制器访问帧缓冲器的接口逻辑。仿真结果表明,在传输节点的本地存储器和帧缓冲区之间采用基于DMA的存储器传输可以缓解早期原型中普遍存在的通信瓶颈。
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An efficient architecture for a transputer based vehicle simulator
This paper presents an efficient architecture for the rendering and display sections of a vehicle simulator prototype. The architecture for the rendering stage, which consists of three independent concurrent units, has been optimised to support the two-layer dynamic load balancing technique. The display stage has also been partitioned to facilitate parallel updating of the pixel data to the dual frame buffers. The design of the frame buffers and the interface logic to access them by direct memory access (DMA) controllers (via three common address and data buses) and the colour video controller are also presented. Simulation results show that the adoption of DMA based memory transfer between the local memory of the transputer nodes and the frame buffers can alleviate the communication bottleneck prevalent in an earlier prototype.
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