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FlexRender: A Distributed Rendering Architecture for Ray Tracing Huge Scenes on Commodity Hardware

机译:FlexRender:用于追踪商品硬件的巨大场景的分布式渲染架构

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摘要

As the quest for more realistic computer graphics marches steadily on, the demand for rich and detailed imagery is greater than ever. However, the current u22sweet spotu22 in terms of price, power consumption, and performance is in commodity hardware. If we desire to render scenes with tens or hundreds of millions of polygons as cheaply as possible, we need a way of doing so that maximizes the use of the commodity hardware we already have at our disposal.Techniques such as normal mapping and level of detail have attempted to address the problem by reducing the amount of geometry in a scene. This is problematic for applications that desire or demand access to the sceneu27s full geometric complexity at render time. More recently, out-of-core techniques have provided methods for rendering large scenes when the working set is larger than the available system memory.We propose a distributed rendering architecture based on message-passing that is designed to partition scene geometry across a cluster of commodity machines in a spatially coherent way, allowing the entire scene to remain in-core and enabling the construction of hierarchical spatial acceleration structures in parallel. The results of our implementation show roughly an order of magnitude speedup in rendering time compared to the traditional approach, while keeping memory overhead for message queuing around 1%.
机译:作为对更现实的计算机图形学的努力稳步追求,对丰富和详细的图像的需求大于以往任何时候都大。但是,当前 U22Sweet Spot U22在价格,功耗和性能方面是商品硬件。如果我们希望尽可能廉价地将场景呈现,但我们需要一种方法,以便最大限度地利用我们已经拥有的商品硬件。如正常映射和细节级别等商品硬件的使用通过减少场景中的几何数量来解决问题。对于在渲染时期的愿望或需求访问场景的应用程序,这是有问题的,其需要访问场景 U27S全几何复杂度。最近,在工作组大于可用系统内存时,核心技术提供了用于渲染大型场景的方法.we提出了一种基于消息传递的分布式渲染体系结构,该架构被设计为跨越群集的场景几何图形商品机以空间相干的方式,允许整个场景保持核心并使得并行构造分层空间加速结构。与传统方法相比,我们实现的结果大致显示渲染时间的大量加速度,同时保持内存开销,用于征收左右的消息队列。

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