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Ambient Occlusion Benchmark in Rust (multi-threaded and explicitly vectorized)

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Ambient Occlusion Benchmark

Originally written by Syoyo Fujita: https://github.com/syoyo/aobench

aoench is a small ambient occlusion renderer for benchmarking realworld floating point performance in various languages.

image_vector_par

Instructions

To run it with the default target options (replace ${NAME} with an algorithm name):

> cargo run --release -- 800 600 --algo ${NAME}

Use RUSTFLAGS to set the target CPU, for example:

> RUSTFLAGS="-C target-cpu=native" cargo run --release -- 800 600 --algo ${NAME}

To build and run the Intel SPMD Program Compiler (ISPC) version:

> cd volta && make
> ao 800 600

You can download ISPC for free for all major architectures from the ISPC website.

Results

On a dual core AVX1 i5 @1.8 GHz:

800 x 600 time [ms]
Rust
speedup [-]
Rust-vs-Rust
time [ms]
ISPC 1.9.2
speedup [-]
ISPC-vs-Rust
scalar 6266 1.0x 4976 clang7: 1.3x
vector 2369 2.6x 1157 2.0x
scalar_par 2443 2.5x - -
vector_par 983 6.4x 454 2.2x

On a 28 core Xeon E5-2690 v4 @ 2.60GHz:

800 x 600 time [ms]
Rust
speedup [-]
Rust-vs-Rust
time [ms]
ISPC 1.9.2
speedup [-]
ISPC-vs-Rust
scalar 3234 1.0x 3536 clang7: 0.9x
vector 1096 3.0x 525 2.1x
scalar_par 132 24.5x - -
vector_par 76 42.6x 20 3.8x
4096 x 4096 time [ms]
Rust
speedup [-]
Rust-vs-Rust
time [ms]
ISPC 1.9.2
speedup [-]
ISPC-vs-Rust
scalar 116121 1.0x 127161 clang7: 0.9x
vector 40076 2.9x 19707 2.0x
scalar_par 3273 35.5x - -
vector_par 1398 83.1x 644 2.2x

Overview

There are 4 main pieces in the aobench benchmark:

  • ray-plane intersection algorithm: source
  • ray-sphere intersection algorithm: source
  • ambient occlusion algorithm: source
  • ray-casting the pixels:

The scalar and vectorized implementations of the intersection and ao algorithms are in the same file so that they can be easily compared.

As a comparison, the ISPC sources of the same benchmark are here.

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Ambient Occlusion Benchmark in Rust (multi-threaded and explicitly vectorized)

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