LargeScale Polygon Rendering - PowerPoint PPT Presentation

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LargeScale Polygon Rendering

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Geometry processing: parallelized by assigning each processor a subset of primitives (polygons) ... High communication cost if tessellation ratio is high ... – PowerPoint PPT presentation

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Title: LargeScale Polygon Rendering


1
Large-Scale Polygon Rendering
2
Solutions
  • Decimation
  • Visibility Culling
  • Parallel Rendering
  • Others

3
Surface Decimation
Use a smaller number of triangles to represent
the same surface -gt preserve the topology
Removing vertices Contracting edges Etc.
4
Visibility Culling
Do not display polygons that are not visible to
the eyes
1 million triangles
188,000 triangles
5
Parallel Rendering
6
3D Rendering Pipeline
Geometry Processing
Rasterization
7
Parallel Rendering
sequential
G R
display
8
Parallel Rendering (2)
  • Geometry processing parallelized by assigning
    each processor a subset of primitives (polygons)
  • Rasterization parallelized by assigning each
    processor a portion of pixel calculations

9
Parallel Rendering (3)
What is rendering anyway? Calculate the effect
of each primitive on each pixel During
transformation, a primitive can go anywhere
on the screen Rendering can be seen as sorting
primitives to the screen
10
Parallel Rendering (4)
Rendering as a sorting process
11
Sorting primitives
Where to sort? Sorting can pretty much happy
anywhere Where/When to sort will affect the
structure of the parallel rendering system
G R
G R
G R
G R
G R
G R
display
12
Sort-First Parallel Rendering
13
Sort-First Parallel Rendering
Distribute the primitives early in the rendering
pipeline
  • Subdivide the screen
  • Pre-transform the primitives
  • Distribute the primitives
  • Each processor render its own
  • primitives
  • No communication needed
  • afterwards

P2
P1
P3
P4
P1 P2 P3
P4
14
Sort-Middle Parallel Rendering
15
Sort-Middle Parallel Rendering
Distribute the primitives in the middle of
pipeline
P1 P2 P3 P4
1. Arbitrary assignment 2. Geometry processing
3. Sorting
P1 P2 P3 P4
Rasterization
16
Sort-Last Parallel Rendering
17
Sort-Last Parallel Rendering
Distribute the primitives in the end of pipeline
P1 P2 P3 P4
1. Arbitrary assignment 2. Geometry processing
3. Rasterization
18
Sort-Last Parallel Rendering
P1 P2 P3 P4
Sort images with z Compositing/z-buffer
P1 P2 P3 P4
19
Uniprocessor Cost
20
Sort First Overhead
21
Sort first pros and cons
  • Pros
  • Low communication cost
  • Processors implement the entire pipeline
  • Cons
  • Susceptible to load imbalance
  • Need special handling for frame to frame coherence

22
Sort Middle Overhead
23
Sort middle pros and cons
  • Pros
  • General and straightforward
  • Cons
  • High communication cost if tessellation ratio is
    high
  • Susceptible to load imbalance between
    rasterization

24
Sort Last Overhead
25
Sort last Pros and Cons
  • Pros
  • Independent rendering of a full pipeline up to
    pixel merging
  • Less Prone to load imbalance
  • Cons
  • Pixel traffic can be extremely high, particularly
    for oversampling

26
Comparison
27
Comparisons
  • Pre-transformation and bucketization overhead may
    not be significant
  • SL-sparse has little processing overhead beyond
    pixel merging
  • SL-full requires much more effort for merging
    pixels
  • Sort first communication cost can be small if
    frame to frame coherence is utilized
  • Simple and large primitives favor sort first and
    middle. Small and complex primitive favor sort
    last sparse

28
Parallel Volume Rendering
  • Object space subdivision

29
Parallel Volume Rendering
  • Image Compositing
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