Use of compressed mesh in parallel rendering architecture is still an unexplored area, the main challenge of which is to partition and sort the encoded mesh in compression-domain. This paper presents a mesh compressio...Use of compressed mesh in parallel rendering architecture is still an unexplored area, the main challenge of which is to partition and sort the encoded mesh in compression-domain. This paper presents a mesh compression scheme PRMC (Parallel Rendering based Mesh Compression) supplying encoded meshes that can be partitioned and sorted in parallel rendering system even in encoded-domain. First, we segment the mesh into submeshes and clip the submeshes’ boundary into Runs, and then piecewise compress the submeshes and Runs respectively. With the help of several auxiliary index tables, compressed submeshes and Runs can serve as rendering primitives in parallel rendering system. Based on PRMC, we design and implement a parallel rendering architecture. Compared with uncompressed representation, experimental results showed that PRMC meshes applied in cluster parallel rendering system can dramatically reduce the communication requirement.展开更多
The scene-rendering mechanism based on binocular vision is one of the key techniques for the VR globe to achieve immersion-type visualization of global 3D scenes.However,this special rendering mechanism also requires ...The scene-rendering mechanism based on binocular vision is one of the key techniques for the VR globe to achieve immersion-type visualization of global 3D scenes.However,this special rendering mechanism also requires that the 3D scene is continuously drawn twice within one frame,which significantly affects the rendering efficiency of VR globes.Therefore,we propose a binocular parallel rendering method.This method first improves the current rendering process of VR globes by assigning the rendering tasks for the left and right camera of VR to be processed on different CPU cores,thereby achieving parallel rendering of binocular scenes.Second,due to the problem of inconsistent resolution of binocular scenes caused by different viewpoints for the left and right cameras,we propose a resolution synchronize algorithm.this algorithm conducts realtime synchronization on the resolution of scene in the rendering process and thus avoids the problem of erroneous binocular stereo matching.Finally,we validate the effectiveness of the method in this paper through experiments.The results of experiments indicate that while the method in this paper can ensure the consistency of binocular scene resolution,it can decrease the frame time of VR globes by approximately 27%on average.展开更多
The emergence of high performance 3D graphics cards has opened the way to PC clusters for high performance multi- display environment. In order to exploit the rendering ability of PC clusters, we should design appropr...The emergence of high performance 3D graphics cards has opened the way to PC clusters for high performance multi- display environment. In order to exploit the rendering ability of PC clusters, we should design appropriate parallel rendering algorithms and parallel graphics library interfaces. Due to the rapid development of Direct3D, we bring forward DPGL, the Direct3D9-based parallel graphics library in D3DPR parallel rendering system, which implements Direct3D9 interfaces to support existing Direct3D9 application parallelization with no modification. Based on the parallelism analysis of Direct3D9 rendering pipeline, we briefly introduce D3DPR parallel rendering system. DPGL is the fundamental component of D3DPR. After presenting DPGL three layers architecture, we discuss the rendering resource interception and management. Finally, we describe the design and implementation of DPGL in detail, including rendering command interception layer, rendering command interpretation layer and rendering resource parallelization layer.展开更多
Background Petrochemical products possess a high risk of flammability,explosivity,and toxicity,making petrochemical accidents exceedingly destructive.Therefore,disaster analysis,prediction,and real-time simulations ha...Background Petrochemical products possess a high risk of flammability,explosivity,and toxicity,making petrochemical accidents exceedingly destructive.Therefore,disaster analysis,prediction,and real-time simulations have become important means of controlling and reducing accident hazards.Methods This study proposes a complete real-time simulation solution of gas diffusion with coordinate and concentration data,which was mainly aimed at simulating the types of harmful gas leakage and diffusion accidents in the petrochemical industry.The rendering effect was more continuous and accurate through grid homogenization and trilinear interpolation.This study presents a data processing and rendering parallelization process to enhance simulation efficiency.Gas concentration and fragment transparency were combined to synthesize transparent pixels in a scene.To ensure the approximate accuracy of the rendering effect,improve the efficiency of real-time rendering,and meet the requirement of intuitive perception using concentration data,a weighted blended order-independent transparency(OIT)with enhanced alpha weight is presented,which can provide a more intuitive perception of the hierarchical information of concentration data while preserving depth information.This study compares and analyzes three OIT algorithms-depth peeling,weighted blended OIT,and weighted blended OIT with enhanced alpha weight-in terms of rendering image quality,rendering time,required memory,and hierarchical information.Results Using weighted blended OIT with an enhanced alpha weight technique,the rendering time was shortened by 53.2%compared with that of the depth peeling algorithm,and the texture memory required was significantly smaller than that of the depth peeling algorithm.The rendering results of weighted blended OIT with an enhanced alpha weight were approximately accurate compared with those of the depth peeling algorithm as the ground truth,and there was no popping when surfaces passed through one another.Simultaneously,compared with weighted blended OIT,weighted blended OIT with an enhanced alpha weight achieved an intuitive perception of the hierarchical information of concentration data.展开更多
SimWall is a user-friendly, stereo tiled display wall system composed of 18 commodity projectors operated by a Linux graphics cluster. Collaborating together, these projectors work as a single logical display capable ...SimWall is a user-friendly, stereo tiled display wall system composed of 18 commodity projectors operated by a Linux graphics cluster. Collaborating together, these projectors work as a single logical display capable of giving a high-resolution show, large-scale, and passive stereo scene. In order to avoid tedious system setup and maintenance, software-based automatic geometry and photometric calibration are used. The software calibration is integrated to the system seamlessly by an on-card transform method and is transparent to users. To end-users, SimWall works just as a common PC, but provides super computing, rendering and displaying ability. In addition, SimWall has stereoscopic function that gives users a semi-immersive experience in polarized passive way. This paper presents system architecture, implementation, and other technical issues such as hardware constraints, projectors alignment, geometry and photometric calibration, implementation of passive stereo, and development of overall soft- ware environment.展开更多
With the increasing of computing ability,large-scale simulations have been generating massive amounts of data in aerodynamics.Sort-last parallel rendering is the most classical image compositing method for large-scale...With the increasing of computing ability,large-scale simulations have been generating massive amounts of data in aerodynamics.Sort-last parallel rendering is the most classical image compositing method for large-scale scientific visualization.However,in the stage of image compositing,the sort-last method may suffer from scalability problem on large-scale processors.Existing image compositing algorithms tend to perform well in certain situations.For instance,Direct Send is well on small and medium scale;Radix-k gets well performance only when the k-value is appropriate and so on.In this paper,we propose a novel method named mSwap for scientific visualization in aerodynamics,which uses the best scale of processors to make sure its performance at the best.mSwap groups the processors that we can use with a(m,k)table,which records the best combination of m(the number of processors in subgroup of each group)and k(the number of processors in each group).Then in each group,using a m-ary tree to composite the image for reducing the communication of processors.Finally,the image is composited between different groups to generate the final image.The performance and scalability of our mSwap method is demonstrated through experiments with thousands of processors.展开更多
基金Project supported by the National Basic Research Program (973) of China (No. 2002CB312105), the National Natural Science Founda-tion of China (No. 60573074), the Natural Science Foundation of Shanxi Province, China (No. 20041040), Shanxi Foundation of Tackling Key Problem in Science and Technology (No. 051129), and Key NSFC Project of "Digital Olympic Museum" (No. 60533080), China
文摘Use of compressed mesh in parallel rendering architecture is still an unexplored area, the main challenge of which is to partition and sort the encoded mesh in compression-domain. This paper presents a mesh compression scheme PRMC (Parallel Rendering based Mesh Compression) supplying encoded meshes that can be partitioned and sorted in parallel rendering system even in encoded-domain. First, we segment the mesh into submeshes and clip the submeshes’ boundary into Runs, and then piecewise compress the submeshes and Runs respectively. With the help of several auxiliary index tables, compressed submeshes and Runs can serve as rendering primitives in parallel rendering system. Based on PRMC, we design and implement a parallel rendering architecture. Compared with uncompressed representation, experimental results showed that PRMC meshes applied in cluster parallel rendering system can dramatically reduce the communication requirement.
基金The Nature Science Foundation Innovation Group Project of Hubei Province,China[grant number 2016CFA003].
文摘The scene-rendering mechanism based on binocular vision is one of the key techniques for the VR globe to achieve immersion-type visualization of global 3D scenes.However,this special rendering mechanism also requires that the 3D scene is continuously drawn twice within one frame,which significantly affects the rendering efficiency of VR globes.Therefore,we propose a binocular parallel rendering method.This method first improves the current rendering process of VR globes by assigning the rendering tasks for the left and right camera of VR to be processed on different CPU cores,thereby achieving parallel rendering of binocular scenes.Second,due to the problem of inconsistent resolution of binocular scenes caused by different viewpoints for the left and right cameras,we propose a resolution synchronize algorithm.this algorithm conducts realtime synchronization on the resolution of scene in the rendering process and thus avoids the problem of erroneous binocular stereo matching.Finally,we validate the effectiveness of the method in this paper through experiments.The results of experiments indicate that while the method in this paper can ensure the consistency of binocular scene resolution,it can decrease the frame time of VR globes by approximately 27%on average.
基金This work was supported by National Basic Research Program of China (No.2002CB312105)Key National Natural Science Foundation of China Project on Digital Olympic Museum(No.60533080).
文摘The emergence of high performance 3D graphics cards has opened the way to PC clusters for high performance multi- display environment. In order to exploit the rendering ability of PC clusters, we should design appropriate parallel rendering algorithms and parallel graphics library interfaces. Due to the rapid development of Direct3D, we bring forward DPGL, the Direct3D9-based parallel graphics library in D3DPR parallel rendering system, which implements Direct3D9 interfaces to support existing Direct3D9 application parallelization with no modification. Based on the parallelism analysis of Direct3D9 rendering pipeline, we briefly introduce D3DPR parallel rendering system. DPGL is the fundamental component of D3DPR. After presenting DPGL three layers architecture, we discuss the rendering resource interception and management. Finally, we describe the design and implementation of DPGL in detail, including rendering command interception layer, rendering command interpretation layer and rendering resource parallelization layer.
基金Supported by National Key R&D Program of China (2020YFB1710400)。
文摘Background Petrochemical products possess a high risk of flammability,explosivity,and toxicity,making petrochemical accidents exceedingly destructive.Therefore,disaster analysis,prediction,and real-time simulations have become important means of controlling and reducing accident hazards.Methods This study proposes a complete real-time simulation solution of gas diffusion with coordinate and concentration data,which was mainly aimed at simulating the types of harmful gas leakage and diffusion accidents in the petrochemical industry.The rendering effect was more continuous and accurate through grid homogenization and trilinear interpolation.This study presents a data processing and rendering parallelization process to enhance simulation efficiency.Gas concentration and fragment transparency were combined to synthesize transparent pixels in a scene.To ensure the approximate accuracy of the rendering effect,improve the efficiency of real-time rendering,and meet the requirement of intuitive perception using concentration data,a weighted blended order-independent transparency(OIT)with enhanced alpha weight is presented,which can provide a more intuitive perception of the hierarchical information of concentration data while preserving depth information.This study compares and analyzes three OIT algorithms-depth peeling,weighted blended OIT,and weighted blended OIT with enhanced alpha weight-in terms of rendering image quality,rendering time,required memory,and hierarchical information.Results Using weighted blended OIT with an enhanced alpha weight technique,the rendering time was shortened by 53.2%compared with that of the depth peeling algorithm,and the texture memory required was significantly smaller than that of the depth peeling algorithm.The rendering results of weighted blended OIT with an enhanced alpha weight were approximately accurate compared with those of the depth peeling algorithm as the ground truth,and there was no popping when surfaces passed through one another.Simultaneously,compared with weighted blended OIT,weighted blended OIT with an enhanced alpha weight achieved an intuitive perception of the hierarchical information of concentration data.
基金Project supported by the National Natural Science Foundation of China for Distinguished Young Scholars (No. 60225009)the Major Research Plan of China (No. 90405003)
文摘SimWall is a user-friendly, stereo tiled display wall system composed of 18 commodity projectors operated by a Linux graphics cluster. Collaborating together, these projectors work as a single logical display capable of giving a high-resolution show, large-scale, and passive stereo scene. In order to avoid tedious system setup and maintenance, software-based automatic geometry and photometric calibration are used. The software calibration is integrated to the system seamlessly by an on-card transform method and is transparent to users. To end-users, SimWall works just as a common PC, but provides super computing, rendering and displaying ability. In addition, SimWall has stereoscopic function that gives users a semi-immersive experience in polarized passive way. This paper presents system architecture, implementation, and other technical issues such as hardware constraints, projectors alignment, geometry and photometric calibration, implementation of passive stereo, and development of overall soft- ware environment.
基金supported by the National Numerical Windtunnel Project,partially by the National Natural Science Foundation of China under Grant No.61702360.
文摘With the increasing of computing ability,large-scale simulations have been generating massive amounts of data in aerodynamics.Sort-last parallel rendering is the most classical image compositing method for large-scale scientific visualization.However,in the stage of image compositing,the sort-last method may suffer from scalability problem on large-scale processors.Existing image compositing algorithms tend to perform well in certain situations.For instance,Direct Send is well on small and medium scale;Radix-k gets well performance only when the k-value is appropriate and so on.In this paper,we propose a novel method named mSwap for scientific visualization in aerodynamics,which uses the best scale of processors to make sure its performance at the best.mSwap groups the processors that we can use with a(m,k)table,which records the best combination of m(the number of processors in subgroup of each group)and k(the number of processors in each group).Then in each group,using a m-ary tree to composite the image for reducing the communication of processors.Finally,the image is composited between different groups to generate the final image.The performance and scalability of our mSwap method is demonstrated through experiments with thousands of processors.