Description and Performance Analysis of a Distributed Rendering Architecture for Virtual Environments

G. Marino, D. Vercelli, F. Tecchia, P. Gasparello, M. Bergamasco
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引用次数: 24

Abstract

Complex Virtual Environments applications may require computational resources exceeding the capabilities of a single machine. Our system, called "XVR Network Renderer" , allows rendering load to be distributed throughout a cluster of machines operating concurrently. The proposed solution consists in a set of software modules structured as a single-master multiple-slaves architecture. XVR is a development environment that allows rapid development of Virtual Environments applications. The master software intercepts all the OpenGL API calls performed by any XVR application, without requiring any code to be added or modified. The graphical commands are then re-executed individually by the slave clients. Each slave is typically configured to manage only a subset of the whole virtual context. Our system exploits the tight integration with the underlying XVR scene-graph manager at its own advantage, providing additional features other than the mere visualization of a high resolution OpenGL context, such as head tracking, GLSL shaders, and the ability to insert (and intercept) "placemarkers" inside the broadcast OpenGL data stream. Finally, the system can be configured to work with a wide range of complex visualization setups, automatically handling stereoscopy, correct perspective correction, overlapping images and other common problems, without ever changing the code of the original application. In this work we describe the proposed architecture and we discuss the results of our performance analysis.
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一种面向虚拟环境的分布式渲染体系结构描述与性能分析
复杂的虚拟环境应用程序可能需要超过单个机器能力的计算资源。我们的系统,称为“XVR网络渲染器”,允许渲染负载分布在整个集群的机器并发操作。提出的解决方案包含一组软件模块,其结构为单主多从体系结构。XVR是一种允许快速开发虚拟环境应用程序的开发环境。主软件拦截任何XVR应用程序执行的所有OpenGL API调用,而不需要添加或修改任何代码。图形化命令然后由从属客户端单独重新执行。每个从属服务器通常被配置为只管理整个虚拟上下文的一个子集。我们的系统利用了与底层XVR场景图管理器的紧密集成,提供了除了高分辨率OpenGL上下文的可视化之外的其他功能,如头部跟踪,GLSL着色器以及插入(和拦截)的能力。广播OpenGL数据流中的"placemarkers"。最后,该系统可以配置为与各种复杂的可视化设置一起工作,自动处理立体,正确的视角校正,重叠图像和其他常见问题,而无需更改原始应用程序的代码。在本文中,我们描述了所建议的架构,并讨论了性能分析的结果。
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