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Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient...

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Parallel Rendering 1
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Page 1: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

Parallel Rendering

1

Page 2: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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Introduction

• In many situations, standard rendering pipeline not sufficient

Need higher resolution display

More primitives than one pipeline can handle

•Want to use commodity components to build system that can render in parallel

•Use standard network to connect

Page 3: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

3

Power Walls

• Where display large data sets? Need resolution comparable to data set to see detail

• Medical: CT / MRI

• Ocean / atmospheric

• Solutions? Multi LCD / Plasma panels

Multiple projectors• Commodity

• High-end

Page 4: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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Tiled Display

Page 5: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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CS Power Wall

•6 dual processor Intellestations•G Force 3 Graphics cards•6 commodity projectors (1024 x 768)•Gigabit ethernet•Back projected screen•Shared facility with scalable system group

Investigate OS and network issues

Page 6: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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CS Power Wall

Page 7: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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CS Power Wall

Page 8: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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Power Wall

• Inexpensive but some problems Color matching

Vignetting

Alignment • Overlap areas

Synching

Dark field

Page 9: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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Graphics Architectures

•Pipeline Architecture SGI Geometry Engine

Geometry passes through pipeline

Hardware for• clipping • transformations• texture mapping

Project/SortClipTransform Rasterize Screen

Page 10: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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Building Blocks

•Graphics processors consist of geometric blocks and rasterizers

•Geometric units: transformations, clipping, lighting

•Rasterization: scan conversion, shading

•Parallelize by using mutiple blocks

•Where to do depth check?

R

G G G

R R

Page 11: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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Sorting Paradigm

•Can categorize different ways of interconnecting blocks using sorting paradigm:

•each projector responsible for one area of screen

must sort primitives and assign to proper projector

•Algorithms categorized by where sorting occurs

Page 12: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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Three Rendering Methods

Sort-First Rendering Sort-Middle Rendering Sort-Last Rendering

R

G G G

R R

Sort G G G

R R R

Sort R

G G G

R R

Composite

Page 13: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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Sort First

•Each R assigned to area of screen•Each G coupled to own R•Must sort primitives first•Can use commodity cards

R

G G G

R R

Sort

Page 14: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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Sort-First Rendering: Random Triangles Application

Page 15: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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Sort Middle

• Gs and Rs decoupled

• Each G can be assigned any group of objects

• Each R assigned to area of screen

• Must sort between stages

G G G

R R R

Sort

Page 16: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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Sort Last

•Couple Rs and Gs•Assign objects to Gs to load balance or via application

•Composite results at end

R

G G G

R R

Composite

Page 17: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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Tree Compositing

•Composite in pairs•Send color and depth buffers•Each time half processors become idle

Page 18: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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Binary Swap Compositing

•Each processor responsible for one part of display

•Pass data to right n times

Page 19: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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Sort-Last Rendering: Random Triangles Application

Page 20: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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Comparison

•Sort first Appealing but hard to implement

•Sort middle Used in hardware pipelines

More difficult to implement with add-on commodity cards

•Sort last Easy to implement with compositing stage

High network traffic

Page 21: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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Mapping to Clusters

•Different architectures Shared vs distributed memory

Communication overhead

Parallel vs distributed algorithms

•Easy to do sort last•Must evaluate communication cost•Standard visualization strategies incorrect if transparency used

Page 22: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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Vista Azul

•Experimental architecture from IBM donated to AHPCC

•Half Intel nodes, half AIX nodes•Only one (PCI) graphics card per four processors

•Contained Scalable Graphics Engine (SGE):

•high-speed high-resolution color buffer accessible by all processors

Page 23: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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Vista Azul

Page 24: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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Comparison Between Sort-First and Sort-Last

Sort Last Rendering vs. Sort First Rendering

0

5

10

15

20

25

30

35

0 2 4 6 8 10 12

Number of Processors

CP

U T

ime

(sec

on

ds) Sort Last Rendering

Sort First Rendering

Page 25: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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Performance on PC Cluster

•Following experiments done by Ye Cong on CS cluster

6 Intellestations

Gigabit Ethernet

GForce 3 graphics

•Show effect of network

Page 26: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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Sort-First vs Sort LastRandom Triangles

Page 27: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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Sort First vs Sort LastTeapot

Page 28: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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Azul vs Intellistations

Page 29: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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Software for Parallel Rendering

•Write your own sort-first sort-last•WireGL/Chromium (Stanford)•Embed inside package (VTK)

Page 30: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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WireGL: A Distributed Graphics System

• SW-based parallel rendering system unifies rendering power of collection of cluster

nodes

• Scalability achieved by integrating parallel applications into sort-first parallel Rs

• Each node in cluster: either rendering client or rendering server

• Clients submit OpenGL commands concurrently to servers

• Servers render final physical image

Page 31: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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Chromium

•Successor to WireGL•Allows both sort first and sort last rendering

• Implemented on CS cluster•Most of gain in performance because Chromium and WireGL can group state-changing commands separately from rendering commands

Page 32: Parallel Rendering 1. 2 Introduction In many situations, standard rendering pipeline not sufficient Need higher resolution display More primitives than.

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Chromium vs Sort First

MRI rotation


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