首页 > 最新文献

Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware最新文献

英文 中文
Adaptive view dependent tessellation of displacement maps 位移贴图的自适应视图依赖镶嵌
Pub Date : 2000-08-01 DOI: 10.1145/346876.348220
M. Doggett, Johannes Hirche
Displacement Mapping is an effective technique for encoding the high levels of detail found in today's triangle based surface models. Extending the hardware rendering pipeline to be capable of handling displacement maps as geometric primitives, will allow highly detailed models to be constructed without requiring large numbers of triangles to be passed from the CPU to the graphics pipeline. We present a new approach based on recursive tessellation that adapts to the surface complexity described by the displacement map. We also ensure that the resolution of the displaced mesh is tessellated with respect to the current view point. Our tessellation scheme performs all tests only on triangle edges to avoid generating cracks on the displaced surface. The main decision for vertex insertion is based on two comparisons involving the average height surrounding the vertices and the normals at the vertices. Individually, the tests will fail to tessellate a mesh satisfactorily, but their combination achieves good results. We propose several additions to the typical hardware rendering pipeline in order to achieve displacement map rendering in hardware. The mesh tessellation is placed within the rendering pipeline so that we can take advantage of the pre-existing vertex transformation units to perform the setup calculations for our view dependent test. Our method adds only simple arithmetic and comparison operations to the graphics pipeline and makes use of existing units for calculations wherever possible.
位移映射是一种有效的技术,用于编码高水平的细节,发现在今天的基于三角形的表面模型。扩展硬件渲染管道,使其能够将位移图处理为几何原语,这将允许构建高度详细的模型,而无需将大量三角形从CPU传递到图形管道。我们提出了一种基于递归镶嵌的新方法,该方法适应了由位移图描述的表面复杂性。我们还确保被置换网格的分辨率是相对于当前视点的镶嵌。我们的镶嵌方案只在三角形边缘上执行所有测试,以避免在置换表面上产生裂缝。顶点插入的主要决定是基于两个比较,包括顶点周围的平均高度和顶点的法线。单独地,测试将无法令人满意地镶嵌网格,但它们的组合可以获得良好的结果。为了在硬件中实现位移图的渲染,我们提出了几个对典型硬件渲染管道的补充。网格镶嵌被放置在渲染管道中,这样我们就可以利用已有的顶点转换单元来执行视图相关测试的设置计算。我们的方法只向图形管道中添加简单的算术和比较操作,并尽可能使用现有的计算单元。
{"title":"Adaptive view dependent tessellation of displacement maps","authors":"M. Doggett, Johannes Hirche","doi":"10.1145/346876.348220","DOIUrl":"https://doi.org/10.1145/346876.348220","url":null,"abstract":"Displacement Mapping is an effective technique for encoding the high levels of detail found in today's triangle based surface models. Extending the hardware rendering pipeline to be capable of handling displacement maps as geometric primitives, will allow highly detailed models to be constructed without requiring large numbers of triangles to be passed from the CPU to the graphics pipeline. We present a new approach based on recursive tessellation that adapts to the surface complexity described by the displacement map. We also ensure that the resolution of the displaced mesh is tessellated with respect to the current view point. Our tessellation scheme performs all tests only on triangle edges to avoid generating cracks on the displaced surface. The main decision for vertex insertion is based on two comparisons involving the average height surrounding the vertices and the normals at the vertices. Individually, the tests will fail to tessellate a mesh satisfactorily, but their combination achieves good results. We propose several additions to the typical hardware rendering pipeline in order to achieve displacement map rendering in hardware. The mesh tessellation is placed within the rendering pipeline so that we can take advantage of the pre-existing vertex transformation units to perform the setup calculations for our view dependent test. Our method adds only simple arithmetic and comparison operations to the graphics pipeline and makes use of existing units for calculations wherever possible.","PeriodicalId":298241,"journal":{"name":"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129848438","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 78
Algorithms for division free perspective correct rendering 分割自由透视正确渲染算法
Pub Date : 2000-08-01 DOI: 10.1145/346876.346878
B. Barenbrug, F. Peters, C. V. Overveld
Well known implemetations for perspective correct rendering of planar polygons require a division per rendered pixel. Such a division is better to be avoided as it is an expensive operation in terms of silicon gates and clock cycles. In this paper we present a family of efficient midpoint algorithms that can be used to avoid division operators. These algorithms do not require more than a small number of additions per pixel. We show how these can be embedded in scan line algorithms and in algorithms that use mipmaps. Experiments with software implementations show that the division free algorithms are a factor of two faster, provided that the polygons are not too small. These algorithms are however most profitable when realised in hardware.
众所周知,平面多边形透视正确渲染的实现需要对每个渲染像素进行划分。最好避免这样的分割,因为它在硅门和时钟周期方面是一个昂贵的操作。在本文中,我们提出了一组有效的中点算法来避免除法运算。这些算法只需要对每个像素进行少量的添加。我们将展示如何将这些嵌入到扫描线算法和使用mipmap的算法中。通过软件实现的实验表明,在多边形不太小的情况下,无除法算法的速度要快两倍。然而,这些算法在硬件上实现时是最有利可图的。
{"title":"Algorithms for division free perspective correct rendering","authors":"B. Barenbrug, F. Peters, C. V. Overveld","doi":"10.1145/346876.346878","DOIUrl":"https://doi.org/10.1145/346876.346878","url":null,"abstract":"Well known implemetations for perspective correct rendering of planar polygons require a division per rendered pixel. Such a division is better to be avoided as it is an expensive operation in terms of silicon gates and clock cycles. In this paper we present a family of efficient midpoint algorithms that can be used to avoid division operators. These algorithms do not require more than a small number of additions per pixel. We show how these can be embedded in scan line algorithms and in algorithms that use mipmaps. Experiments with software implementations show that the division free algorithms are a factor of two faster, provided that the polygons are not too small. These algorithms are however most profitable when realised in hardware.","PeriodicalId":298241,"journal":{"name":"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware","volume":"211 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134176045","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 10
Tiled polygon traversal using half-plane edge functions 使用半平面边缘函数的平铺多边形遍历
Pub Date : 2000-08-01 DOI: 10.1145/346876.346882
Joel McCormack, Bob McNamara
Existing techniques for traversing a polygon generate fragments one (or more) rows or columns at a time. (A fragment is all the information needed to paint one pixel of the polygon.) This order is non-optimal for many operations. For example, most frame buffers are tiled into rectangular pages, and there is a cost associated with accessing a different page. Pixel processing is more efficient if all fragments of a polygon on one page are generated before any fragments on a different page. Similarly, texture caches have reduced miss rates if fragments are generated in tiles (and even tiles of tiles) whose size depends upon the cache organization. We describe a polygon traversal algorithm that generates fragments in a tiled fashion. That is, it generates all fragments of a polygon within a rectangle (tile) before generating any fragments in another rectangle. For a single level of tiling, our algorithm requires one additional saved context (the values of all interpolator accumulators, such as Z depth, Red, Green, Blue, etc.) over a traditional traversal algorithm based upon half-plane edge functions. An additional level of tiling requires another saved context for the special case of rectangle copies, or three more for the general case. We describe how to use this algorithm to generate fragments in an optimal order for several common scenarios.
现有的遍历多边形的技术一次生成一个(或多个)行或列的片段。(一个片段是绘制多边形的一个像素所需的所有信息。)对于许多操作来说,这个顺序不是最优的。例如,大多数框架缓冲区都平铺到矩形页面中,并且访问不同的页面会产生成本。如果一个页面上多边形的所有片段在另一个页面上的任何片段之前生成,那么像素处理将更有效。类似地,如果碎片以块(甚至是块的块)的形式生成,则纹理缓存可以降低缺失率,块的大小取决于缓存组织。我们描述了一种多边形遍历算法,它以平铺方式生成碎片。也就是说,它在生成另一个矩形中的任何片段之前,先生成矩形(tile)内多边形的所有片段。对于单个级别的平铺,我们的算法需要一个额外的保存上下文(所有插值累加器的值,如Z深度,Red, Green, Blue等),而不是基于半平面边缘函数的传统遍历算法。对于矩形副本的特殊情况,额外的平铺级别需要另一个保存上下文,对于一般情况则需要另外三个保存上下文。我们描述了如何使用该算法以最优顺序生成几个常见场景的片段。
{"title":"Tiled polygon traversal using half-plane edge functions","authors":"Joel McCormack, Bob McNamara","doi":"10.1145/346876.346882","DOIUrl":"https://doi.org/10.1145/346876.346882","url":null,"abstract":"Existing techniques for traversing a polygon generate fragments one (or more) rows or columns at a time. (A fragment is all the information needed to paint one pixel of the polygon.) This order is non-optimal for many operations. For example, most frame buffers are tiled into rectangular pages, and there is a cost associated with accessing a different page. Pixel processing is more efficient if all fragments of a polygon on one page are generated before any fragments on a different page. Similarly, texture caches have reduced miss rates if fragments are generated in tiles (and even tiles of tiles) whose size depends upon the cache organization. We describe a polygon traversal algorithm that generates fragments in a tiled fashion. That is, it generates all fragments of a polygon within a rectangle (tile) before generating any fragments in another rectangle. For a single level of tiling, our algorithm requires one additional saved context (the values of all interpolator accumulators, such as Z depth, Red, Green, Blue, etc.) over a traditional traversal algorithm based upon half-plane edge functions. An additional level of tiling requires another saved context for the special case of rectangle copies, or three more for the general case. We describe how to use this algorithm to generate fragments in an optimal order for several common scenarios.","PeriodicalId":298241,"journal":{"name":"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115321713","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 61
The RACE II engine for real-time volume rendering RACE II引擎用于实时体绘制
Pub Date : 2000-08-01 DOI: 10.1145/346876.348248
H. Ray, D. Silver
In this paper, we present the RACE II Engine, which uses a hybrid volume rendering methodology that combines algorithmic and hardware acceleration to maximize ray casting performance relative the total amount of volume memory throughput contained in the system. The challenge for future volume rendering accelerators will be the ability to process higher resolution datasets at over 10Hz without utilizing large-scale, and therefore, expensive designs. The limiting performance factor for large datasets will be the throughput between the volume memory subsystem and computational units. Unfortunately, the throughput between memory devices and computational units does not scale with Moore's law. As a result, memory efficient solutions are needed that maximize the input-output relationship between volume memory throughput and frame rate. The RACE II design utilizes this approach and achieves an input-output relationship of up to 4 × larger than many solutions proposed in literature. As a result, this architecture is well suited for meeting the challenges of next generation datasets.
在本文中,我们介绍了RACE II引擎,它使用混合体渲染方法,将算法和硬件加速相结合,以最大限度地提高相对于系统中包含的整体内存吞吐量的光线投射性能。未来体渲染加速器面临的挑战将是在不使用大规模、因此昂贵的设计的情况下,以10Hz以上的频率处理更高分辨率的数据集的能力。大型数据集的限制性能因素将是卷存储器子系统和计算单元之间的吞吐量。不幸的是,内存设备和计算单元之间的吞吐量不符合摩尔定律。因此,需要内存高效的解决方案,以最大限度地提高卷内存吞吐量和帧速率之间的输入输出关系。RACE II设计利用了这种方法,并实现了比文献中提出的许多解决方案大4倍的输入输出关系。因此,这种架构非常适合迎接下一代数据集的挑战。
{"title":"The RACE II engine for real-time volume rendering","authors":"H. Ray, D. Silver","doi":"10.1145/346876.348248","DOIUrl":"https://doi.org/10.1145/346876.348248","url":null,"abstract":"In this paper, we present the RACE II Engine, which uses a hybrid volume rendering methodology that combines algorithmic and hardware acceleration to maximize ray casting performance relative the total amount of volume memory throughput contained in the system. The challenge for future volume rendering accelerators will be the ability to process higher resolution datasets at over 10Hz without utilizing large-scale, and therefore, expensive designs. The limiting performance factor for large datasets will be the throughput between the volume memory subsystem and computational units. Unfortunately, the throughput between memory devices and computational units does not scale with Moore's law. As a result, memory efficient solutions are needed that maximize the input-output relationship between volume memory throughput and frame rate. The RACE II design utilizes this approach and achieves an input-output relationship of up to 4 × larger than many solutions proposed in literature. As a result, this architecture is well suited for meeting the challenges of next generation datasets.","PeriodicalId":298241,"journal":{"name":"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116403028","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 13
Hardware-accelerated free-form deformation 硬件加速的自由变形
Pub Date : 2000-08-01 DOI: 10.1145/346876.346884
C. Chua, U. Neumann
Hardware-acceleration for geometric deformation is developed in the framework of an extension to the OpenGL specification. The method requires an addition to the front-end of the OpenGL rendering pipeline and an appropriate OpenGL primitive. Our approach is to implement general geometric deformations so the system supports additional layers of abstraction, including physically based simulations. This approach would support a wide range of users with an accelerated implementation of a well-understood deformation method, reducing the need for software deformation engines and the execution time penalty associated with them.
几何变形的硬件加速是在OpenGL规范的扩展框架中开发的。该方法需要添加到OpenGL渲染管道的前端和适当的OpenGL原语。我们的方法是实现一般的几何变形,因此系统支持额外的抽象层,包括基于物理的模拟。这种方法将通过一种易于理解的变形方法的加速实现来支持广泛的用户,减少了对软件变形引擎的需求以及与之相关的执行时间损失。
{"title":"Hardware-accelerated free-form deformation","authors":"C. Chua, U. Neumann","doi":"10.1145/346876.346884","DOIUrl":"https://doi.org/10.1145/346876.346884","url":null,"abstract":"Hardware-acceleration for geometric deformation is developed in the framework of an extension to the OpenGL specification. The method requires an addition to the front-end of the OpenGL rendering pipeline and an appropriate OpenGL primitive. Our approach is to implement general geometric deformations so the system supports additional layers of abstraction, including physically based simulations. This approach would support a wide range of users with an accelerated implementation of a well-understood deformation method, reducing the need for software deformation engines and the execution time penalty associated with them.","PeriodicalId":298241,"journal":{"name":"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134189339","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 23
Towards interactive bump mapping with anisotropic shift-variant BRDFs 基于各向异性位移变brdf的交互式凹凸映射
Pub Date : 2000-08-01 DOI: 10.1145/346876.348214
J. Kautz, H. Seidel
In this paper a technique is presented that combines interactive hardware accelerated bump mapping with shift-variant anisotropic reflectance models. An evolutionary path is shown how some simpler reflectance models can be rendered at interactive rates on current low-end graphics hardware, and how features from future graphics hardware can be exploited for more complex models. We show how our method can be applied to some well known reflectance models, namely the Banks model, Ward's model, and an anisotropic version of the Blinn-Phong model, but it is not limited to these models. Furthermore, we take a close look at the necessary capabilities of the graphics hardware, identifiy problems with current hardware, and discuss possible enhancements.
本文提出了一种将交互式硬件加速凹凸映射与移位各向异性反射模型相结合的技术。展示了如何在当前低端图形硬件上以交互速率呈现一些更简单的反射模型,以及如何利用未来图形硬件的特性来实现更复杂的模型。我们展示了如何将我们的方法应用于一些众所周知的反射模型,即Banks模型,Ward模型和Blinn-Phong模型的各向异性版本,但它并不局限于这些模型。此外,我们将仔细研究图形硬件的必要功能,确定当前硬件的问题,并讨论可能的增强功能。
{"title":"Towards interactive bump mapping with anisotropic shift-variant BRDFs","authors":"J. Kautz, H. Seidel","doi":"10.1145/346876.348214","DOIUrl":"https://doi.org/10.1145/346876.348214","url":null,"abstract":"In this paper a technique is presented that combines interactive hardware accelerated bump mapping with shift-variant anisotropic reflectance models. An evolutionary path is shown how some simpler reflectance models can be rendered at interactive rates on current low-end graphics hardware, and how features from future graphics hardware can be exploited for more complex models. We show how our method can be applied to some well known reflectance models, namely the Banks model, Ward's model, and an anisotropic version of the Blinn-Phong model, but it is not limited to these models. Furthermore, we take a close look at the necessary capabilities of the graphics hardware, identifiy problems with current hardware, and discuss possible enhancements.","PeriodicalId":298241,"journal":{"name":"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware","volume":"258 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116145498","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 78
Polygon rendering on a stream architecture 流架构上的多边形渲染
Pub Date : 2000-08-01 DOI: 10.1145/346876.346883
John Douglas Owens, W. Dally, U. Kapasi, S. Rixner, P. Mattson, B. Mowery
The use of a programmable stream architecture in polygon rendering provides a powerful mechanism to address the high performance needs of today's complex scenes as well as the need for flexibility and programmability in the polygon rendering pipeline. We describe how a polygon rendering pipeline maps into data streams and kernels that operate on streams, and how this mapping is used to implement the polgyon rendering pipeline on Imagine, a programmable stream processor. We compare our results on a cycle-accurate simulation of Imagine to representative hardware and software renderers.
在多边形渲染中使用可编程流架构提供了一种强大的机制来解决当今复杂场景的高性能需求,以及多边形渲染管道中灵活性和可编程性的需求。我们描述了多边形渲染管道如何映射到数据流和在流上操作的内核,以及如何使用这种映射在Imagine(一个可编程流处理器)上实现多边形渲染管道。我们将我们的结果与具有代表性的硬件和软件渲染器的循环精确模拟Imagine进行比较。
{"title":"Polygon rendering on a stream architecture","authors":"John Douglas Owens, W. Dally, U. Kapasi, S. Rixner, P. Mattson, B. Mowery","doi":"10.1145/346876.346883","DOIUrl":"https://doi.org/10.1145/346876.346883","url":null,"abstract":"The use of a programmable stream architecture in polygon rendering provides a powerful mechanism to address the high performance needs of today's complex scenes as well as the need for flexibility and programmability in the polygon rendering pipeline. We describe how a polygon rendering pipeline maps into data streams and kernels that operate on streams, and how this mapping is used to implement the polgyon rendering pipeline on Imagine, a programmable stream processor. We compare our results on a cycle-accurate simulation of Imagine to representative hardware and software renderers.","PeriodicalId":298241,"journal":{"name":"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127021389","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 53
Towards hardware implementation of loop subdivision 关于环路细分的硬件实现
Pub Date : 2000-08-01 DOI: 10.1145/346876.346886
Stephan Bischoff, L. Kobbelt, H. Seidel
We present a novel algorithm to evaluate and render Loop subdivision surfaces. The algorithm exploits the fact that Loop subdivision surfaces are piecewise polynomial and uses the forward difference technique for efficiently computing uniform samples on the limit surface. The main advantage of our algorithm is that it only requires a small and constant amount of memory that does not depend on the subdivision depth. The simple structure of the algorithm enables a scalable degree of hardware implementation. By low-level parallelization of the computations, we can reduce the critical computations costs to a theoretical minimum of about one float [3]-operation per triangle.
我们提出了一种新的算法来评估和渲染环路细分曲面。该算法利用循环细分曲面是分段多项式的特点,采用正演差分技术在极限曲面上高效地计算均匀样本。我们的算法的主要优点是,它只需要一个小而恒定的内存量,不依赖于细分深度。该算法的简单结构使硬件实现具有可扩展性。通过计算的低级并行化,我们可以将关键的计算成本降低到理论上的最小值,每个三角形大约有一个浮点运算。
{"title":"Towards hardware implementation of loop subdivision","authors":"Stephan Bischoff, L. Kobbelt, H. Seidel","doi":"10.1145/346876.346886","DOIUrl":"https://doi.org/10.1145/346876.346886","url":null,"abstract":"We present a novel algorithm to evaluate and render Loop subdivision surfaces. The algorithm exploits the fact that Loop subdivision surfaces are piecewise polynomial and uses the forward difference technique for efficiently computing uniform samples on the limit surface. The main advantage of our algorithm is that it only requires a small and constant amount of memory that does not depend on the subdivision depth. The simple structure of the algorithm enables a scalable degree of hardware implementation. By low-level parallelization of the computations, we can reduce the critical computations costs to a theoretical minimum of about one float [3]-operation per triangle.","PeriodicalId":298241,"journal":{"name":"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123720341","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 46
Hybrid sort-first and sort-last parallel rendering with a cluster of PCs 混合排序优先和排序最后并行渲染与一个集群的pc
Pub Date : 2000-08-01 DOI: 10.1145/346876.348237
Rudrajit Samanta, T. Funkhouser, Kai Li, J. Singh
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.
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。
{"title":"Hybrid sort-first and sort-last parallel rendering with a cluster of PCs","authors":"Rudrajit Samanta, T. Funkhouser, Kai Li, J. Singh","doi":"10.1145/346876.348237","DOIUrl":"https://doi.org/10.1145/346876.348237","url":null,"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.","PeriodicalId":298241,"journal":{"name":"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware","volume":"332 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115977977","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 154
Tracking graphics state for networked rendering 跟踪网络渲染的图形状态
Pub Date : 2000-08-01 DOI: 10.1145/346876.348233
I. Buck, G. Humphreys, P. Hanrahan
As networks get faster, it becomes more feasible to render large data sets remotely. For example, it is useful to run large scientific simulations on remote compute servers but visualize the results of those simulations on one or more local displays. The WireGL project at Stanford is researching new techniques for rendering over a network. For many applications, we can render remotely over a gigabit network to a tiled display with little or no performance loss over running locally. One of the elements of WireGL that makes this performance possible is our ability to track the graphics state of a running application. In this paper, we will describe our techniques for tracking state, as well as efficient algorithms for computing the difference between two graphics contexts. This fast differencing operation allows WireGL to transmit less state data over the network by updating server state lazily. It also allows our system to context switch between multiple graphics applications several million times per second without flushing the hardware accelerator. This results in substantial performance gains when sharing a remote display between multiple clients.
随着网络变得越来越快,远程呈现大型数据集变得更加可行。例如,在远程计算服务器上运行大型科学模拟,但在一个或多个本地显示器上可视化这些模拟的结果是很有用的。斯坦福大学的WireGL项目正在研究通过网络进行渲染的新技术。对于许多应用程序,我们可以通过千兆网络将其远程呈现到平铺显示,与本地运行相比,性能损失很少或没有。使这种性能成为可能的WireGL元素之一是我们能够跟踪正在运行的应用程序的图形状态。在本文中,我们将描述跟踪状态的技术,以及计算两种图形上下文之间差异的有效算法。这种快速的差异操作允许WireGL通过延迟更新服务器状态在网络上传输更少的状态数据。它还允许我们的系统每秒在多个图形应用程序之间进行数百万次上下文切换,而不会刷新硬件加速器。当在多个客户端之间共享远程显示时,这会带来显著的性能提升。
{"title":"Tracking graphics state for networked rendering","authors":"I. Buck, G. Humphreys, P. Hanrahan","doi":"10.1145/346876.348233","DOIUrl":"https://doi.org/10.1145/346876.348233","url":null,"abstract":"As networks get faster, it becomes more feasible to render large data sets remotely. For example, it is useful to run large scientific simulations on remote compute servers but visualize the results of those simulations on one or more local displays. The WireGL project at Stanford is researching new techniques for rendering over a network. For many applications, we can render remotely over a gigabit network to a tiled display with little or no performance loss over running locally. One of the elements of WireGL that makes this performance possible is our ability to track the graphics state of a running application. In this paper, we will describe our techniques for tracking state, as well as efficient algorithms for computing the difference between two graphics contexts. This fast differencing operation allows WireGL to transmit less state data over the network by updating server state lazily. It also allows our system to context switch between multiple graphics applications several million times per second without flushing the hardware accelerator. This results in substantial performance gains when sharing a remote display between multiple clients.","PeriodicalId":298241,"journal":{"name":"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware","volume":"110 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133520604","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 84
期刊
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1