The active-ray approach to rendering on distributed memory multiprocessors

A. Law, R. Yagel
{"title":"The active-ray approach to rendering on distributed memory multiprocessors","authors":"A. Law, R. Yagel","doi":"10.1109/SPDP.1996.570363","DOIUrl":null,"url":null,"abstract":"Object dataflow is a popular approach used in parallel rendering. The data representing the 3D scene is statically distributed among processors and objects are fetched and cached only on demand. Most previous object dataflow methods were implemented on shared memory architectures and exploited spatial coherency to reduce hardware cache misses. We propose an efficient model for object dataflow parallel volume rendering on message passing machines. The active ray tracing algorithm is introduced and its ray storage mechanism is used to support latency hiding by postponing computation on inactive rays. Memory usage is optimized by letting objects migrate and replicate at different processors rather than the common static assignments. Our cache-only-memory approach uses a distributed-directory scheme to trace the location of objects at other nodes. A mechanism to minimize network congestion was implemented which optimizes channel utilization. Unlike previous methods, our approach can benefit from temporal coherence and effectively minimizes communication costs in successive frames. We implemented a volume ray casting instance of the algorithm on the Cray T3D and achieved higher efficiency and scalability than existing algorithms. We achieve interactive frame rates of approximately 20 Hz for 128/sup 3/ volume, and 4 Hz for 256/sup 3/ volume on 128 processors.","PeriodicalId":360478,"journal":{"name":"Proceedings of SPDP '96: 8th IEEE Symposium on Parallel and Distributed Processing","volume":"1027 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1996-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of SPDP '96: 8th IEEE Symposium on Parallel and Distributed Processing","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SPDP.1996.570363","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2

Abstract

Object dataflow is a popular approach used in parallel rendering. The data representing the 3D scene is statically distributed among processors and objects are fetched and cached only on demand. Most previous object dataflow methods were implemented on shared memory architectures and exploited spatial coherency to reduce hardware cache misses. We propose an efficient model for object dataflow parallel volume rendering on message passing machines. The active ray tracing algorithm is introduced and its ray storage mechanism is used to support latency hiding by postponing computation on inactive rays. Memory usage is optimized by letting objects migrate and replicate at different processors rather than the common static assignments. Our cache-only-memory approach uses a distributed-directory scheme to trace the location of objects at other nodes. A mechanism to minimize network congestion was implemented which optimizes channel utilization. Unlike previous methods, our approach can benefit from temporal coherence and effectively minimizes communication costs in successive frames. We implemented a volume ray casting instance of the algorithm on the Cray T3D and achieved higher efficiency and scalability than existing algorithms. We achieve interactive frame rates of approximately 20 Hz for 128/sup 3/ volume, and 4 Hz for 256/sup 3/ volume on 128 processors.
在分布式内存多处理器上进行渲染的主动射线方法
对象数据流是并行呈现中常用的一种方法。表示3D场景的数据静态地分布在处理器之间,对象仅在需要时被获取和缓存。以前的大多数对象数据流方法都是在共享内存架构上实现的,并利用空间一致性来减少硬件缓存丢失。提出了一种高效的消息传递机对象数据流并行体绘制模型。介绍了主动射线跟踪算法,并利用其射线存储机制,通过延迟对非活动射线的计算来支持延迟隐藏。通过允许对象在不同的处理器上迁移和复制,而不是使用常见的静态分配,可以优化内存使用。我们的仅缓存-内存方法使用分布式目录方案来跟踪其他节点上对象的位置。实现了一种最小化网络拥塞的机制,优化了信道利用率。与以前的方法不同,我们的方法可以受益于时间相干性,并有效地将连续帧的通信成本降至最低。我们在Cray T3D上实现了该算法的体射线投射实例,获得了比现有算法更高的效率和可扩展性。我们在128个处理器上实现了大约20 Hz的交互帧率,在256个处理器上实现了大约4 Hz的交互帧率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信