Background In recent years, with the rapid development of mobile Internet and Web3D technologies, a large number of web-based online 3D visualization applications have emerged. Web3D applications, including Web3D onli...Background In recent years, with the rapid development of mobile Internet and Web3D technologies, a large number of web-based online 3D visualization applications have emerged. Web3D applications, including Web3D online tourism, Web3D online architecture, Web3D online education environment, Web3D online medical care, and Web3D online shopping are examples of these applications that leverage 3D rendering on the web. These applications have pushed the boundaries of traditional web applications that use text, sound, image, video, and 2D animation as their main communication media, and resorted to 3D virtual scenes as the main interaction object, enabling a user experience that delivers a strong sense of immersion. This paper approached the emerging Web3D applications that generate stronger impacts on people's lives through “real-time rendering technology”, which is the core technology of Web3D. This paper discusses all the major 3D graphics APIs of Web3D and the well-known Web3D engines at home and abroad and classify the real-time rendering frameworks of Web3D applications into different categories. Results Finally, this study analyzed the specific demand posed by different fields to Web3D applications by referring to the representative Web3D applications in each particular field. Conclusions Our survey results show that Web3D applications based on real-time rendering have in-depth sectors of society and even family, which is a trend that has influence on every line of industry.展开更多
Simulation and rendering of large-scale natural environments, especially the ocean, has always been one of the hot issues in computer graphics, which can provide realism for various applications such as computer game,...Simulation and rendering of large-scale natural environments, especially the ocean, has always been one of the hot issues in computer graphics, which can provide realism for various applications such as computer game, movie and military usage. Simulation of ocean environment is often lack of realism for real-time application due to its complexity of dynamic waves. In this paper, a method based on FFT Wave model is proposed to solve this problem, which can also simulate the ocean optic property with atmosphere scattering. Furthermore, our method has a lot of advantages including global ocean dataset support, real-time, dynamic reflection of ocean, the foam on the wave, smooth transition from deep ocean to seacoast, etc. The experimental results demonstrate the realism and effectiveness of our approach.展开更多
The multi-resolution adaptive grids method is proposed to solve the problems of inefficiency in the previous grid-based methods,and it can be used in clouds simulation as well as the interactive simulation between obj...The multi-resolution adaptive grids method is proposed to solve the problems of inefficiency in the previous grid-based methods,and it can be used in clouds simulation as well as the interactive simulation between objects and clouds.Oriented bounding box(OBB)hierarchical trees of objects are established,and the resolutions of global and local grids can be selected automatically.The motion equations of fluid dynamics are simplified.Upwind difference is applied to ensure the stability of the simulation process during the discrete process of partial differential equations.To solve the speed problem of existed phase functions,the improved phase function is applied to the illumination calculation of clouds.Experimental results show that the proposed methods can promote the simulation efficiency and meet the need for the simulation of large-scale clouds scene.Real-time rendering of clouds and the interaction between clouds and objects have been realized without preprocessing stage.展开更多
This paper presents an optimization of shadow volume algorithm, which allow a rendering in real-time. This technique is based on previous works which makes it possible to obtain shadows in real-time, although the calc...This paper presents an optimization of shadow volume algorithm, which allow a rendering in real-time. This technique is based on previous works which makes it possible to obtain shadows in real-time, although the calculation of the silhouette requires a pretreatment of the geometry implemented on the CPU (Central Processing Unit). By using last version of the GPU (Graphic Processing Unit), the authors propose to implement the calculation of the silhouette on the GPU by using Geometry Shader. The authors present the step which made it possible to lead to a concrete implementation of this algorithm, the modifications which were made, as well as a comparative study of results, followed by a discussion of these results and choices of implementation.展开更多
Background Realistic rendering has been an important g oal of several interactive applications,which requires an efficient virtual simulation of many special effects that are common in the real world.However,refractio...Background Realistic rendering has been an important g oal of several interactive applications,which requires an efficient virtual simulation of many special effects that are common in the real world.However,refraction is often ignored in these applications.Rendering the refraction effect is extremely complicated and time-consuming.Methods In this study,a simple,efficient,and fast rendering technique of water refraction effects is proposed.This technique comprises a broad and narrow phase.In the broad phase,the water surface is considered flat.The vertices of underwater meshes are transformed based on Snell's Law.In the narrow phase,the effects of waves on the water surface are examined.Every pixel on the water surface mesh is collected by a screen-space method with an extra rendering pass.The broad phase redirects most pixels that need to be recalculated in the narrow phase to the pixels in the rendering buffer.Results We analyzed the performances of three different conventional methods and ours in rendering refraction effects for the same scenes.The proposed method obtains higher frame rate and physical accuracy comparing with other methods.It is used in several game scenes,and realistic water refraction effects can be generated efficiently.Conclusions The two-phase water refraction method produces a tradeoff between efficiency and quality.It is easy to implement in modern game engines,and thus improve the quality of rendering scenes in video games or other real-ti me applications.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
This paper studies some programming techniques for low power rendering for 3 D graphics. These techniques are derived from analysis and simulation results of hardware circuits of GPU. Although low power3 D graphics ha...This paper studies some programming techniques for low power rendering for 3 D graphics. These techniques are derived from analysis and simulation results of hardware circuits of GPU. Although low power3 D graphics hardware design has been studied by other researchers,low power programming techniques from hardware perspective have not been investigated in depth. There are many factors that affect 3 D graphics rendering performance,such as the number of vertices,vertex sharing,level of details,texture mapping,and rendering algorithms. An analytical study of graphics rendering workload is performed and the effect of a number of programming tips such as vertex sharing,clock gating and buffering of unmoving or translational objects is deeply studied. The results presented in this paper can be used to guide 3 D graphics programming for optimizing both power consumption and performance.展开更多
In recent years, many image-based rendering techniques have advanced from static to dynamic scenes and thus become video-based rendering (VBR) methods. But actually, only a few of them can render new views on-line. ...In recent years, many image-based rendering techniques have advanced from static to dynamic scenes and thus become video-based rendering (VBR) methods. But actually, only a few of them can render new views on-line. We present a new VBR system that creates new views of a live dynamic scene. This system provides high quality images and does not require any background subtraction. Our method follows a plane-sweep approach and reaches real-time rendering using consumer graphic hardware, graphics processing unit (GPU). Only one computer is used for both acquisition and rendering. The video stream acquisition is performed by at least 3 webcams. We propose an additional video stream management that extends the number of webcams to 10 or more. These considerations make our system low-cost and hence accessible for everyone. We also present an adaptation of our plane-sweep method to create simultaneously multiple views of the scene in real-time. Our system is especially designed for stereovision using autostereoscopic displays. The new views are computed from 4 webcams connected to a computer and are compressed in order to be transfered to a mobile phone. Using GPU programming, our method provides up to 16 images of the scene in real-time. The use of both GPU and CPU makes this method work on only one consumer grade computer.展开更多
Volume rendering of 3D data sets composed of sequential 2D medical images has become an important branch in image processing and computer graphics. To help physicians fully understand deep seated human organs and foc...Volume rendering of 3D data sets composed of sequential 2D medical images has become an important branch in image processing and computer graphics. To help physicians fully understand deep seated human organs and focuses ( e.g. a tumour) as 3D structures, in this paper, we present a modified volume rendering algorithm to render volumetric data. Using this method, the projection images of structures of interest from different viewing directions can be obtained satisfactorily. By rotating the light source and the observer eyepoint, this method avoids rotates the whole volumetric data in main memory and thus reduces computational complexity and rendering time. Experiments on CT images suggest that the proposed method is useful and efficient for rendering 3D data sets.展开更多
Medical diagnosis software and computer-assisted surgical systems often use segmented image data to help clinicians make decisions. The segmentation extracts the region of interest from the background, which makes the...Medical diagnosis software and computer-assisted surgical systems often use segmented image data to help clinicians make decisions. The segmentation extracts the region of interest from the background, which makes the visualization clearer. However, no segmentation method can guarantee accurate results under all circumstances. As a result, the clinicians need a solution that enables them to check and validate the segmentation accuracy as well as displaying the segmented area without ambiguities. With the method presented in this paper, the real CT or MR image is displayed within the segmented region and the segmented boundaries can be expanded or contracted interactively. By this way, the clinicians are able to check and validate the segmentation visually and make more reliable decisions. After experiments with real data from a hospital, the presented method is proved to be suitable for efficiently detecting segmentation errors. The new algorithm uses new graphic processing uint (GPU) shading functions recently introduced in graphic cards and is fast enough to interact oil the segmented area, which was not possible with previous methods.展开更多
A non-photorealistic rendering technique is a method to show various effects different from those of realistic image generation.Of the various techniques,flow-based image abstraction displays the shape and color featu...A non-photorealistic rendering technique is a method to show various effects different from those of realistic image generation.Of the various techniques,flow-based image abstraction displays the shape and color features well and performs a stylistic visual abstraction.But real-time rendering is impossible when CPU is used because it applies various filtering and iteration methods.In this paper,we present real-time processing methods of video abstraction using open open computing language(OpenCL),technique of general-purpose computing on graphics processing units(GPGPU).Through the acceleration of general-purpose computing(GPU),16 frame-per-second(FPS)or greater is shown to process video abstraction.展开更多
Graphic processing units (GPUs) have been widely recognized as cost-efficient co-processors with acceptable size, weight, and power consumption. However, adopting GPUs in real-time systems is still challenging, due ...Graphic processing units (GPUs) have been widely recognized as cost-efficient co-processors with acceptable size, weight, and power consumption. However, adopting GPUs in real-time systems is still challenging, due to the lack in framework for real-time analysis. In order to guarantee real-time requirements while maintaining system utilization ~in modern heterogeneous systems, such as multicore multi-GPU systems, a novel suspension-based k-exclusion real-time locking protocol and the associated suspension-aware schedulability analysis are proposed. The proposed protocol provides a synchronization framework that enables multiple GPUs to be efficiently integrated in multicore real-time systems. Comparative evaluations show that the proposed methods improve upon the existing work in terms of schedulability.展开更多
This paper presents a new architecture of a graphics system for microkernel operating systems,including real-time operating systems.The following major parts of the architecture are presented:a user-level subsystem re...This paper presents a new architecture of a graphics system for microkernel operating systems,including real-time operating systems.The following major parts of the architecture are presented:a user-level subsystem responsible for interaction with user applications;a bottom-level subsystem providing the functionality for graphics drivers,such as managing graphics output,video memory management,etc.;a kernel-level subsystem providing interaction with the kernel,and performing low-level operations,such as working with physical memory,processes,etc.The mechanisms of interaction of user applications with the user level of the graphics system,as well as interaction of the different levels of the graphics subsystem are presented.The paper pays much attention to various approaches to testing:the use of unit testing,testing using hardware and software emulators.Another important characteristic of a graphics system is its performance,in particular the performance of low-level operations such as memory allocation:the developed architecture suggests using a separate memory allocator which is faster than standard memory allocation functions.Comparison of the performances of graphics system implementation for microkernel real-time operating system and graphics server Xorg is presented,showing significant superiority of the proposed architecture in a number of work scenarios.展开更多
基金the Science and Technology Program of Educational Commission of Jiangxi Province,China(DA202104172)the Innovation and Entrepreneurship Course Program of Nanchang Hangkong University(KCPY1910)the Teaching Reform Research Program of Nanchang Hangkong University(JY21040).
文摘Background In recent years, with the rapid development of mobile Internet and Web3D technologies, a large number of web-based online 3D visualization applications have emerged. Web3D applications, including Web3D online tourism, Web3D online architecture, Web3D online education environment, Web3D online medical care, and Web3D online shopping are examples of these applications that leverage 3D rendering on the web. These applications have pushed the boundaries of traditional web applications that use text, sound, image, video, and 2D animation as their main communication media, and resorted to 3D virtual scenes as the main interaction object, enabling a user experience that delivers a strong sense of immersion. This paper approached the emerging Web3D applications that generate stronger impacts on people's lives through “real-time rendering technology”, which is the core technology of Web3D. This paper discusses all the major 3D graphics APIs of Web3D and the well-known Web3D engines at home and abroad and classify the real-time rendering frameworks of Web3D applications into different categories. Results Finally, this study analyzed the specific demand posed by different fields to Web3D applications by referring to the representative Web3D applications in each particular field. Conclusions Our survey results show that Web3D applications based on real-time rendering have in-depth sectors of society and even family, which is a trend that has influence on every line of industry.
基金Supported by National Natural Science Foundation of China(Nos.6117020561472010 and 61421062)+2 种基金National Key Technology Support Program(No.2013BAK03B07)National Key Technology R&D Program(2015BAK01B06)Shenzhen Gov Projects(JCYJ20130331144416448)
文摘Simulation and rendering of large-scale natural environments, especially the ocean, has always been one of the hot issues in computer graphics, which can provide realism for various applications such as computer game, movie and military usage. Simulation of ocean environment is often lack of realism for real-time application due to its complexity of dynamic waves. In this paper, a method based on FFT Wave model is proposed to solve this problem, which can also simulate the ocean optic property with atmosphere scattering. Furthermore, our method has a lot of advantages including global ocean dataset support, real-time, dynamic reflection of ocean, the foam on the wave, smooth transition from deep ocean to seacoast, etc. The experimental results demonstrate the realism and effectiveness of our approach.
基金supported by the National Natural Science Foundation of China(No.61102167)
文摘The multi-resolution adaptive grids method is proposed to solve the problems of inefficiency in the previous grid-based methods,and it can be used in clouds simulation as well as the interactive simulation between objects and clouds.Oriented bounding box(OBB)hierarchical trees of objects are established,and the resolutions of global and local grids can be selected automatically.The motion equations of fluid dynamics are simplified.Upwind difference is applied to ensure the stability of the simulation process during the discrete process of partial differential equations.To solve the speed problem of existed phase functions,the improved phase function is applied to the illumination calculation of clouds.Experimental results show that the proposed methods can promote the simulation efficiency and meet the need for the simulation of large-scale clouds scene.Real-time rendering of clouds and the interaction between clouds and objects have been realized without preprocessing stage.
文摘This paper presents an optimization of shadow volume algorithm, which allow a rendering in real-time. This technique is based on previous works which makes it possible to obtain shadows in real-time, although the calculation of the silhouette requires a pretreatment of the geometry implemented on the CPU (Central Processing Unit). By using last version of the GPU (Graphic Processing Unit), the authors propose to implement the calculation of the silhouette on the GPU by using Geometry Shader. The authors present the step which made it possible to lead to a concrete implementation of this algorithm, the modifications which were made, as well as a comparative study of results, followed by a discussion of these results and choices of implementation.
基金the Fundamental Research Funds for the Central Universities,the National Key R&D Program of China(2018 YFB 1403900)the High-quality and Cutting-edge Disciplines Construction Project for Universities in Beijing(Internet Information,Communication University of China).
文摘Background Realistic rendering has been an important g oal of several interactive applications,which requires an efficient virtual simulation of many special effects that are common in the real world.However,refraction is often ignored in these applications.Rendering the refraction effect is extremely complicated and time-consuming.Methods In this study,a simple,efficient,and fast rendering technique of water refraction effects is proposed.This technique comprises a broad and narrow phase.In the broad phase,the water surface is considered flat.The vertices of underwater meshes are transformed based on Snell's Law.In the narrow phase,the effects of waves on the water surface are examined.Every pixel on the water surface mesh is collected by a screen-space method with an extra rendering pass.The broad phase redirects most pixels that need to be recalculated in the narrow phase to the pixels in the rendering buffer.Results We analyzed the performances of three different conventional methods and ours in rendering refraction effects for the same scenes.The proposed method obtains higher frame rate and physical accuracy comparing with other methods.It is used in several game scenes,and realistic water refraction effects can be generated efficiently.Conclusions The two-phase water refraction method produces a tradeoff between efficiency and quality.It is easy to implement in modern game engines,and thus improve the quality of rendering scenes in video games or other real-ti me applications.
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Sponsored by the Key Program of National Natural Science Foundation of China(Grant No61136002)the Research Grants from the Shaanxi Provincial Government(Grant Nos.2013KTZB01-07,2014ZS-08 and S2015TQGY0166)the Shaanxi Education Bureau(Grant No.2050205)
文摘This paper studies some programming techniques for low power rendering for 3 D graphics. These techniques are derived from analysis and simulation results of hardware circuits of GPU. Although low power3 D graphics hardware design has been studied by other researchers,low power programming techniques from hardware perspective have not been investigated in depth. There are many factors that affect 3 D graphics rendering performance,such as the number of vertices,vertex sharing,level of details,texture mapping,and rendering algorithms. An analytical study of graphics rendering workload is performed and the effect of a number of programming tips such as vertex sharing,clock gating and buffering of unmoving or translational objects is deeply studied. The results presented in this paper can be used to guide 3 D graphics programming for optimizing both power consumption and performance.
基金This work was supported by Foundation of Technology Supporting the Creation of Digital Media Contents project (CREST, JST), Japan
文摘In recent years, many image-based rendering techniques have advanced from static to dynamic scenes and thus become video-based rendering (VBR) methods. But actually, only a few of them can render new views on-line. We present a new VBR system that creates new views of a live dynamic scene. This system provides high quality images and does not require any background subtraction. Our method follows a plane-sweep approach and reaches real-time rendering using consumer graphic hardware, graphics processing unit (GPU). Only one computer is used for both acquisition and rendering. The video stream acquisition is performed by at least 3 webcams. We propose an additional video stream management that extends the number of webcams to 10 or more. These considerations make our system low-cost and hence accessible for everyone. We also present an adaptation of our plane-sweep method to create simultaneously multiple views of the scene in real-time. Our system is especially designed for stereovision using autostereoscopic displays. The new views are computed from 4 webcams connected to a computer and are compressed in order to be transfered to a mobile phone. Using GPU programming, our method provides up to 16 images of the scene in real-time. The use of both GPU and CPU makes this method work on only one consumer grade computer.
文摘Volume rendering of 3D data sets composed of sequential 2D medical images has become an important branch in image processing and computer graphics. To help physicians fully understand deep seated human organs and focuses ( e.g. a tumour) as 3D structures, in this paper, we present a modified volume rendering algorithm to render volumetric data. Using this method, the projection images of structures of interest from different viewing directions can be obtained satisfactorily. By rotating the light source and the observer eyepoint, this method avoids rotates the whole volumetric data in main memory and thus reduces computational complexity and rendering time. Experiments on CT images suggest that the proposed method is useful and efficient for rendering 3D data sets.
基金Project supported by the National Natural Science Foundation of China (Grant No.60572154), and the National Basic Research Program of China (Grant No.2003CB716104)Acknowledgment I would like to thank YANG Xin, my tutor, SHANG Yan- feng, SUN Kun of Shanghai Children's Medical Center, and all the people in 3D Visualization Laboratory of Shanghai Jiaotong University for their help during my research.
文摘Medical diagnosis software and computer-assisted surgical systems often use segmented image data to help clinicians make decisions. The segmentation extracts the region of interest from the background, which makes the visualization clearer. However, no segmentation method can guarantee accurate results under all circumstances. As a result, the clinicians need a solution that enables them to check and validate the segmentation accuracy as well as displaying the segmented area without ambiguities. With the method presented in this paper, the real CT or MR image is displayed within the segmented region and the segmented boundaries can be expanded or contracted interactively. By this way, the clinicians are able to check and validate the segmentation visually and make more reliable decisions. After experiments with real data from a hospital, the presented method is proved to be suitable for efficiently detecting segmentation errors. The new algorithm uses new graphic processing uint (GPU) shading functions recently introduced in graphic cards and is fast enough to interact oil the segmented area, which was not possible with previous methods.
文摘A non-photorealistic rendering technique is a method to show various effects different from those of realistic image generation.Of the various techniques,flow-based image abstraction displays the shape and color features well and performs a stylistic visual abstraction.But real-time rendering is impossible when CPU is used because it applies various filtering and iteration methods.In this paper,we present real-time processing methods of video abstraction using open open computing language(OpenCL),technique of general-purpose computing on graphics processing units(GPGPU).Through the acceleration of general-purpose computing(GPU),16 frame-per-second(FPS)or greater is shown to process video abstraction.
基金supported by the National Natural Science Foundation of China under Grant No.61003032/F020207
文摘Graphic processing units (GPUs) have been widely recognized as cost-efficient co-processors with acceptable size, weight, and power consumption. However, adopting GPUs in real-time systems is still challenging, due to the lack in framework for real-time analysis. In order to guarantee real-time requirements while maintaining system utilization ~in modern heterogeneous systems, such as multicore multi-GPU systems, a novel suspension-based k-exclusion real-time locking protocol and the associated suspension-aware schedulability analysis are proposed. The proposed protocol provides a synchronization framework that enables multiple GPUs to be efficiently integrated in multicore real-time systems. Comparative evaluations show that the proposed methods improve upon the existing work in terms of schedulability.
基金This work was supported by SRISA RAS fundamental scientific research 47 GP(No.FNEF-2022-0022).
文摘This paper presents a new architecture of a graphics system for microkernel operating systems,including real-time operating systems.The following major parts of the architecture are presented:a user-level subsystem responsible for interaction with user applications;a bottom-level subsystem providing the functionality for graphics drivers,such as managing graphics output,video memory management,etc.;a kernel-level subsystem providing interaction with the kernel,and performing low-level operations,such as working with physical memory,processes,etc.The mechanisms of interaction of user applications with the user level of the graphics system,as well as interaction of the different levels of the graphics subsystem are presented.The paper pays much attention to various approaches to testing:the use of unit testing,testing using hardware and software emulators.Another important characteristic of a graphics system is its performance,in particular the performance of low-level operations such as memory allocation:the developed architecture suggests using a separate memory allocator which is faster than standard memory allocation functions.Comparison of the performances of graphics system implementation for microkernel real-time operating system and graphics server Xorg is presented,showing significant superiority of the proposed architecture in a number of work scenarios.