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Parallel Algorithms for Rendering Large 3D Models on a Graphics Cluster

机译:在图形集群上渲染大型3D模型的并行算法

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摘要

We address the problem of distributing rendering computations for real-time display of very complex three dimensional (3D) scenes using a graphics cluster. The rendering of 3D scenes is increasingly being carried out using at least two different programs on the graphics processing unit (GPU): a vertex shader program for vertex (geometry) processing, and a fragment shader program for pixel (colour) processing. With fragment shader programs becoming more and more time consuming, distributing load solely based on geometry -- as is done in most contemporary systems -- can cause significant load imbalance and redundant work.ududIn this thesis we propose a number of parallel rendering algorithms which divide the traditional cluster rendering pipeline into two different phases: one which primarily concerns itself over vertex operations to generate depth information, and a second which primarily concerns itself over fragment operations. By performing communication between these two phases, each node can perform fewer fragment operations with little overhead over traditional cluster rendering algorithms. We also propose a number of load-balancing algorithms which utilize the information gained earlier in the pipeline to improve the management of GPU resources. The techniques are implemented on a graphics cluster and experimental results demonstrate significant improvements in rendering performance.
机译:我们解决了使用图形集群为实时显示非常复杂的三维(3D)场景分配渲染计算的问题。 3D场景的渲染越来越多地使用图形处理单元(GPU)上的至少两个不同程序来执行:用于顶点(几何)处理的顶点着色器程序,以及用于像素(颜色)处理的片段着色器程序。随着片段着色器程序变得越来越耗时,像大多数现代系统一样,仅基于几何体分配负载会导致严重的负载不平衡和冗余工作。 ud ud在本文中,我们提出了许多并行渲染该算法将传统的群集渲染流水线划分为两个不同的阶段:一个阶段主要针对顶点操作以生成深度信息,而第二阶段主要针对片段操作。通过在这两个阶段之间执行通信,与传统的群集渲染算法相比,每个节点可以执行较少的片段操作,并且开销很小。我们还提出了许多负载平衡算法,这些算法利用了管道中较早获得的信息来改善GPU资源的管理。该技术是在图形集群上实现的,实验结果证明了渲染性能的显着提高。

著录项

  • 作者

    Beaudoin Alexandre;

  • 作者单位
  • 年度 2012
  • 总页数
  • 原文格式 PDF
  • 正文语种 en
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