Hybrid sort-first and sort-last parallel rendering with a cluster of PCs

Rudrajit Samanta, T. Funkhouser, Kai Li, J. Singh
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引用次数: 154

Abstract

We investigate a new hybrid of sort-first and sort-last approach for parallel polygon rendering, using as a target platform a cluster of PCs. Unlike previous methods that statically partition the 3D model and/or the 2D image, our approach performs dynamic, view-dependent and coordinated partitioning of both the 3D model and the 2D image. Using a specific algorithm that follows this approach, we show that it performs better than previous approaches and scales better with both processor count and screen resolution. Overall, our algorithm is able to achieve interactive frame rates with efficiencies of 55.0% to 70.5% during simulations of a system with 64 PCs. While it does have potential disadvantages in client-side processing and in dynamic data management—which also stem from its dynamic, view-dependent nature—these problems are likely to diminish with technology trends in the future.
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混合排序优先和排序最后并行渲染与一个集群的pc
我们研究了一种新的混合排序优先和排序最后的并行多边形渲染方法,使用一个pc集群作为目标平台。与以前静态分割3D模型和/或2D图像的方法不同,我们的方法对3D模型和2D图像进行动态的、依赖于视图的和协调的分割。使用遵循此方法的特定算法,我们表明它比以前的方法性能更好,并且在处理器数量和屏幕分辨率方面都更好。总的来说,我们的算法能够在64台pc的系统模拟中实现55.0%到70.5%的交互帧率效率。虽然它在客户端处理和动态数据管理方面确实存在潜在的缺点(这也源于其动态的、依赖于视图的特性),但随着未来的技术趋势,这些问题可能会减少。
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