01 / 98AnyGL: A Large Scale Hybrid Distributed Graphics System
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AnyGL: A Large Scale Hybrid Distributed Graphics System
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Contents • Goal of Computer Graphics Architecture • Parallel Graphics Architecture • AnyGL in Details • Conclusion • Further Research
Parallel Graphics Architecture • Development of Graphcis Architecure • Classification of Parallel Graphics Architecure • Hardware System • Software System • Scalability of Parallel Parallel Graphics Architecure
Development of Graphics Architecture • 1rd Generantion, 1975~ 1985, • Geometry transfromation, clip, render objects based on wire frame • 2rd Generation, mid 1985~ 1990’ • Video memory, depth buffer, back face cull, • gouraud rendering • 3rd Generation, 1990‘ ~ 2000’s • Texture Mapping • anti-alias, mutlis-sample
Development of Graphics Architecture • 4th Generation,1997~ • Local illumination • Hardware lighting, complex texture mapping(bump , compressed, 2000 • SIMD, 2001 • Programmable processor, 2001 • More programmable processors, 2002 • 5th Generations, 2005? • Global illumination
Parallel Graphics Architecture • Development of Graphcis Architecure • Sorting Classification of Parallel Graphics Architecure • Hardware System • Software System • Scalability of Parallel Parallel Graphics Architecure • Misc.
Parallel Graphics Architecture • Development of Graphcis Architecure • Sorting Classification of Parallel Graphics Architecure • Hardware System • Software System • Scalability of Parallel Parallel Graphics Architecure
Hardware System of PGA • SGI Reality Engine • sort-middle • share bus, broadcast • every 2 scanlines one processor
Parallel Graphics Architecture • Development of Graphcis Architecure • Sorting Classification of Parallel Graphics Architecure • Hardware System • Software System • Scalability of Parallel Parallel Graphics Architecure • Misc.
Sortware System • GLR • Client/Server • GLX, X Windows • Princeton Multi-projector System • sort-first • one node distriutes commands • 8 nodes receive and render commands • Parallel Mesa • sort-last • binary swapping, parallel pipeline compositing
Sortware System • WireGL • sort-first • state tracking and state switch, dirty-bits, Lazy-update • 3 kinds of OpenGL commands • 16 clients + 16 servers • Lightning-2 assembles images
Parallel Graphics Architecture • Development of Graphcis Architecure • Sorting Classification of Parallel Graphics Architecure • Hardware System • Software System • Scalability of Parallel Parallel Graphics Architecure • Misc.
Contents • Goal of Computer Graphics Architecture • Parallel Graphics Architecture • AnyGL in Details • Conclusion • Further Research
AnyGL • Goal • Architecture • Classification of OpenGL Commands • State Tracking • Compression • Scalability • Parallel Graphics API
Goal of AnyGL • Hibrid Distributed Graphics System • sort-first • sort-last • Large scale • sort-first, new state tracking • sort-last, image compression • Good Scalability
AnyGL • Goal • Architecture • Command classification • Analysis of Dependency Relation • State Tracking • Compression • Scalability
Geometry Rendering Node • Receive Packet • Check if context switch is needed • Context switch • Unpack the command packet • Send corlor & depth buffer to C-node
Image Composite Node • Receive color and depth data from R-nodes • If they are compressed, decompress them. • Compose the received data • Send composed color and depth buffer to D-nodes
Display Node • Receive color and depth data from C-node • Assemble image for final display • Display the final image by CRT, Projector, LCD...
Logical Division of Command Buffer • Command buffer is divided into 2 parts • Command Code buffer • Parameter Buffer • Command Code buffer • ptr--; • Parameter Buffer • ptr++
Subdivision of glBegin-glEnd • Condition • lots of commands appear between a pair of glBegin-glEnd • The command buffer or parameter is full, while glBegin does not meet the corresponding glEnd • Requirement • Make sure that glBegin and glEnd are matched in each packet • Maitain completeness of primitive
AnyGL • Goal • Architecture • Command classification • Analysis of Dependency Relation • State Tracking • Compression • Scalability
Command Classification • OpenGL 1.3 • 17 kinds • Four kinds in AnyGL • primitive commands • state commands • remote remapping commands • speical commands
Remote Mapping Commands • G-nodes send textures to R-nodes • R-nodes receive textures from G-nodes • For R-nodes • textures with same texture ID may reresent different textures, since they come from different textures • textures with different texture IDs maybe same texture.
AnyGL • Goal • Architecture • Command classification • Analysis of Dependency Relation • State Tracking • Compression • Scalability
Analysis of Dependency Relation • OpenGL is client/server based state machine, its commands have serious order • See OpenGL 1.1 state machine
Analysis of Dependency Relation • Graphics Pipeline • Transformation • Lighting • Rasterization • Fragment • According to OpenGL 1.3 • 17 categories
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