Design and implementation of a large-scale hybrid distributed graphics system

Jian Yang, Jiaoying Shi, Zhefan Jin, Hui Zhang
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引用次数: 27

Abstract

Although modern graphics hardware has strong capability to render millions of triangles within a second, huge scenes are still unable to be rendered in real-time. Lots of parallel and distributed graphics systems are explored to solve this problem. However none of them is built for large-scale graphics applications.We designed AnyGL, a large-scale hybrid distributed graphics system, which consists of four types of logical nodes, Geometry Distributing Node, Geometry Rendering Node, Image Composition Node and Display Node. The first two types of logical nodes are combined to be a sort-first graphics architecture while the others compose images. A new state tracking method based on logical timestamp is also pro-posed for state tracking of large-scale distributed graphics systems. Besides, three classes of compression are employed to reduce the requirement of network bandwidth, including command code compression, geometry compression and image compression. A new extension, global share of textures and display lists, is also implemented in AnyGL to avoid memory explosion in large-scale cluster rendering systems.
一个大型混合分布式图形系统的设计与实现
尽管现代图形硬件具有在一秒钟内渲染数百万个三角形的强大能力,但巨大的场景仍然无法实时渲染。为了解决这个问题,人们探索了许多并行和分布式图形系统。然而,它们都不是为大规模图形应用程序构建的。设计了一个大型混合分布式图形系统AnyGL,该系统由几何分布节点、几何渲染节点、图像合成节点和显示节点四种逻辑节点组成。将前两种类型的逻辑节点组合成排序优先的图形体系结构,而其他类型的逻辑节点则组成图像。针对大规模分布式图形系统的状态跟踪问题,提出了一种基于逻辑时间戳的状态跟踪方法。此外,为了减少对网络带宽的需求,采用了命令码压缩、几何压缩和图像压缩三种压缩方式。一个新的扩展,纹理和显示列表的全局共享,也在AnyGL中实现,以避免大规模集群渲染系统中的内存爆炸。
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