Parallel Rendering. 2 Introduction In many situations, a standard rendering pipeline might not be sufficient ­Need higher resolution display ­More primitives.

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Presentation transcript:

Parallel Rendering

2 Introduction In many situations, a standard rendering pipeline might not be sufficient ­Need higher resolution display ­More primitives than one pipeline can handle Want to use commodity components to build a system that can render in parallel Use standard network to connect

3 Power Walls Where do we display large data sets? ­CRTs have low resolution (1 Mpixel) ­LCD panels improving but still expensive ­Need resolution comparable to data set to see detail CT/MRI/MEG Ocean data Solution? ­Multiple projectors Commodity High-end See IEECE CG & A (July)

4 Tiled Display

5 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

6 CS Power Wall

7

8 Power Wall Inexpensive solution but there are some problems ­Color matching ­Vignetting ­Alignment Overlap areas ­Synching ­Dark field

9 Graphics Architectures Pipeline Architecture ­SGI Geometry Engine ­Geometry passes through pipeline ­Hardware for clipping transformations texture mapping Project/Sort Clip Transform RasterizeScreen

10 Building Blocks Graphics processors consist of geometric blocks and rasterizers Geometric units: transformations, clipping, lighting Rasterization: scan conversion, shading Parallelize by using multiple blocks Where to do depth check? R GGG RR

11 Sorting Paradigm We can categorize different ways of interconnecting blocks using a sorting paradigm: each projector is responsible for one area of the screen. Hence, we must sort the primitives and assign them to the proper projector Algorithms can be categorized by where this sorting occurs

12 Three Rendering Methods Sort-First Rendering Sort-Middle Rendering Sort-Last Rendering R GGG RR Sort GGGRRR R GGG RR Composite

13 Sort First Each rasterization unit assigned to an area of the screen Each geometric unit coupled to its own rasterizer Must sort primitives first Can use commodity cards R GGG RR Sort

14 Sort-First Rendering for a Random Triangles Application

15 Sort Middle Geometric units and rasterization units decoupled Each geometric unit can be assigned any group of objects Each rasterizer is assigned to an area of the screen Must sort between stages GGGRRR Sort

16 Sort Last Couple rasterizers and geometric units Assign objects to geometric units to load balance or via application Composite results at end R GGG RR Composite

17 Tree Compositing Composite in pairs Send color and depth buffers Each time half processors become idle

18 Binary Swap Compositing Each processor responsible for one part of display Pass data to right n times

19 Sort-Last Rendering for a Random Triangles Application

20 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 a compositing stage ­High network traffic

21 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 are incorrect if transparency used

22 Vista Azul Experimental architecture from IBM donated to AHPCC Half Intel nodes, half AIX nodes Only one (PCI) graphics card per four processors Contained a Scalable Graphics Engine (SGE): high speed-high resolution color buffer that is accessible by all processors

23 Vista Azul

24 Comparison Between Sort- First and Sort-Last

25 Performance on a PC Cluster Following experiments were done by Ye Cong on the CS cluster ­6 Intellestations ­Gigabit Ethernet ­GForce 3 graphics Show the effect of network

26 Sort-First vs. Sort Last Random Triangles

27 Sort First vs. Sort Last Teapot

28 Azul vs. Intellistations

29 Software for Parallel Rendering Write your own sort-first sort-last WireGL/Chromium (Stanford) Embed inside package (VTK)

30 WireGL: A Distributed Graphics System A software-based parallel rendering system that unifies the rendering power of a collection of cluster nodes Scalability is achieved by integrating parallel applications into its sort-first parallel renders Each node in the cluster can be either a rendering client or a rendering server Clients submit OpenGL commands concurrently to servers, which render the final physical image

31 Chromium Successor toWireGL Allows both sort first and sort last rendering Implemented on CS cluster Most of gain in performance is bacause Chromium and WireGL can group state- changing commands separately from rendering commands

32 Chromium vs. Sort First MRI rotation