Creating distributed rendering applications

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Presentation transcript:

Creating distributed rendering applications Supervisor: D.Sc., Prof. Alexander Bogdanov Reporter: Andrei Ivashchenko Authors: A. Bogdanov, A. Ivashchenko, A. Belezeko GRID’16

Contents Circumstances for use Current state of core technologies Tools and libraries for distributed rendering system creation Tests and examples

Rendering application Rendering application is a program that is intensively uses graphics hardware acceleration Types of rendering applications Batch rendering Real-time rendering

When distributed rendering is required? Lack of computational power Too much primitives to operate in real-time Labor-intensive post-processing Massive shader subroutines Out-of-core processing GPU memory is not enough to process data without read-backs

Common problems Out-of-core-related issues Bandwidth limitations Proper usage of compression, sorting an frame compositing techniques Load balancing Parallelism

Low level graphics APIs DirectX Microsoft platforms OpenGL Multiplatform Vulkan

DirectX for parallel DirectX 9 DirectX 11 DirectX 12 SLI and CrossFire support introduced DirectX 11 DirectX 12 Multiadapter Linked GPU Multiadapter Unlinked GPU

OpenGL for parallel For each glContext a dedicated process should persist Processes are able to exchange contexts with each other Pixel Buffer Object (PBO) allows to exchange between contexts Not parallel by nature

Sort-first

Sort-last

Sort-middle

Compression Run-Length Encoding Chroma (YUV) Subsampling Fast Lossless Small compression rates Chroma (YUV) Subsampling Lossy Artefacts may appear Tight compression

Chromium

Test environment

FurMark Original 3 tiles 4tiles 7 tiles

FurMark result

GiMark 2 nodes Original highlighted 5 nodes 7 nodes highlighted

GiMark result

VTK Mature well-documented framework Could work in distributed manner Special output device support could be provided by 3rd party libraries Ready-made solutions: Paraview VisBox VisIt Foot tomography result rendered with ParaView

Equalizer Provides flexible configuration management Supports advanced sorting and compressing algorithms Provides a load-balancing feature Compatible with VirtualGL Works perfectly with scene graph structure Lacks of out-of-core scenario support

OpenSceneGraph

Eq + OSG test case Molecular structure viewer Protein Data Bank format support (.pdb) Beta-galactosidase (5A1A) used for rendering ≈33 000 of atoms ≈4 000 000 of polygons Test on 360 degree rotation

Test results

Conclusion Analysis of distributed rendering area is provided Examples of interaction with deployment ready tools and libraries for development are provided Results of several tests are evaluated Possible further work directions: Test Tesla K40-K80 GPGPU for rendering tasks Development of infrastructure solution for visualization

Questions?