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Sort-middle multi-projector immediate-mode rendering in Chromium

机译:在Chromium中排序中间的多投影机即时模式渲染

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Traditionally, sort-middle is a technique that has been difficult to attain on clusters because of the tight coupling of geometry and rasterization processes on commodity graphics hardware. In this paper, we describe the implementation of a new sort-middle approach for performing immediate-mode rendering in Chromium. The Chromium Rendering System is used extensively to drive multi-projector displays on PC clusters with inexpensive commodity graphics components. By default, Chromium uses a sort-first approach to distribute rendering work to individual nodes in a PC cluster. While this sort-first approach works effectively in retained-mode rendering, it suffers from various network bottlenecks when rendering in immediate-mode. Current techniques avoid these bottlenecks by sorting vertex data as a pre-processing step and grouping vertices into specific bounding boxes, using Chromium's bounding box extension. These steps may be expensive, especially if the dataset is dynamic. In our approach, we utilize standard programmable graphics hardware and extend standard APIs to achieve a separation in the rendering pipeline. The pre-processing of vertex data or the grouping of vertices into bounding boxes are not required. Additionally, the amount of OpenGL state commands transmitted through the network are reduced. Our results indicate that the approach can attain twice the frame rates as compared to Chromium's sort-first approach when rendering in immediate-mode.
机译:传统上,由于商品图形硬件上的几何形状和光栅化过程紧密耦合,排序中间排序是一种很难在群集上实现的技术。在本文中,我们描述了一种用于在Chromium中执行即时模式渲染的新的排序中间方法的实现。 Chromium渲染系统被广泛用于驱动具有廉价商品图形组件的PC集群上的多投影仪显示器。默认情况下,Chromium使用排序优先的方法将渲染工作分配到PC群集中的各个节点。尽管这种排序优先的方法在保留模式渲染中有效,但在即时模式下渲染时会遇到各种网络瓶颈。当前的技术通过使用Chromium的边界框扩展将顶点数据作为预处理步骤进行排序并将顶点分组到特定的边界框中,从而避免了这些瓶颈。这些步骤可能很昂贵,尤其是在数据集是动态的情况下。在我们的方法中,我们利用标准的可编程图形硬件并扩展标准的API,以实现渲染管线中的分离。不需要对顶点数据进行预处理或将顶点分组为边界框。另外,减少了通过网络传输的OpenGL状态命令的数量。我们的结果表明,在即时模式下进行渲染时,与Chromium的“排序优先”方法相比,该方法可以达到两倍的帧速率。

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