交互式应用的多计算机多边形绘制算法

D. Ellsworth
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引用次数: 17

摘要

本文提出了一种新的多机多边形绘制算法,该算法专门用于交互式应用。该算法与以前的算法有两个不同之处。首先,它使用前一帧在屏幕上的多边形分布作为负载平衡算法的输入,每帧一次负载平衡栅格化,而不是随着帧的进展。其次,它使用了一种新的消息发送方案,减少了所需的消息数量。这些特征意味着该算法只需要帧之间的全局同步,从而允许更高的帧速率。仿真结果表明,在屏幕上使用前一帧的多边形分布与使用当前帧的分布几乎一样好。该算法在加州理工学院的Intel Touchstone Delta 512处理器多机系统上实现,并给出了初步的性能数据。迄今为止,使用256个处理器和806,640个三角形数据集实现的最高性能是每秒930,000个三角形。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A multicomputer polygon rendering algorithm for interactive applications
This paper presents a new multicomputer polygon rendering algorithm that is specialized for interactive applications. The algorithm differs from previous algorithms in two ways. First, it load balances the rasterization once per frame, instead of as the frame progresses, using the previous frame's distribution of polygons on the screen as input to the load-balancing algorithm. Second, it uses a new message sending scheme that reduces the number of messages required. These characteristics mean that the algorithm only requires global synchronization between frames, which allows for higher frame rates. The algorithm was selected using a simulator which confirmed that using the previous frame's polygon distribution on the screen is nearly as good as using the current frame's distribution. The algorithm is implemented on Caltech's Intel Touchstone Delta, a 512 processor multicomputer system, and preliminary performance figures are given. The highest performance achieved to date is 930,000 triangles per second using 256 processors and a 806,640 triangle data set.
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