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引用次数: 12

摘要

在本文中,我们将介绍我们添加到Chromium框架中的新功能。当使用基于平铺排序流处理单元(SPU)的排序优先配置驱动平铺显示时,性能瓶颈是由昂贵的几何排序和桶形引起的客户端主机的高利用率以及由大量冗余单播传输引起的高带宽消耗。我们通过使用UDP多播实现真正的点对多点连接类型来解决这些问题。基于这个功能,我们开发了所谓的OPT-SPU。该SPU取代了在典型排序优先环境中广泛使用的tile - sort-SPU。瓦片排序和状态差异不是必需的,因为多播允许我们一次将几何图形发送到所有服务器节点。而不是瓷砖排序,传统的截锥体剔除方法被用来避免不必要的服务器占用,因为渲染几何图形在他们的视口之外。这种方法显著降低了客户机上的处理器和内存负载,并非常有效地利用了可用的网络带宽。为了避免应用程序多次生成的相同命令序列的冗余传输,我们将透明流缓存放入多播通信通道中。此外,可以使用截锥体和硬件加速遮挡剔除方法来消除不必要的不可见几何的转移。最后,实现了一种在所有服务器上同步缓冲区交换操作的软件方法。简而言之,这是我们的优化第一次让我们能够在任意数量的贴图上以几乎恒定的性能同步渲染大型场景。
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Optimized visualization for tiled displays
In this paper we present new functionality we added to the Chromium framework. When driving tiled displays using a sort-first configuration based on the Tilesort stream procession unit (SPU) the performance bottlenecks are the high utilization of the client host caused by the expensive sorting and bucketing of geometry and the high bandwidth consumption caused by a significant amount of redundant unicast transmissions. We addressed these problems with an implementation of a true point-to-multipoint connection type using UDP multicast. Based on this functionality we developed the so called OPT-SPU. This SPU replaces the widely used Tilesort-SPU in typical Sort-First environments. Tile-sorting and state differencing is not necessary because Multicasting allows us to send the geometry to all server nodes at once. Instead of tile-sorting a conventional frustum culling method is used to avoid needless server utilization caused by rendering of geometry outside their viewports. This approach leads to significant lower processor and memory load on the client and a very effective utilization of available network bandwidth. To avoid redundant transmissions of identical command sequences that are generated by the application several times we put a transparent stream cache into the multicast communication channel. In addition, frustum and hardware accelerated occlusion culling methods may be used to eliminate unnecessary transfer of invisible geometry. Finally, a software based method for synchronization of buffer swap operations at all servers was implemented. In a nutshell, for the first time an appropriate combination of our optimizations makes it possible to render large scenes synchronously on an arbitary number of tiles at nearly constant performance.
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