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A Sorting Classification of Parallel Rendering

Published: 01 July 1994 Publication History

Abstract

We describe a classification scheme that we believe provides a more structured framework for reasoning about parallel rendering. The scheme is based on where the sort from object coordinates to screen coordinates occurs, which we believe is fundamental whenever both geometry processing and rasterization are performed in parallel. This classification scheme supports the analysis of computational and communication costs, and encompasses the bulk of current and proposed highly parallel renderers - both hardware and software. We begin by reviewing the standard feed-forward rendering pipeline, showing how different ways of parallelizing it lead to three classes of rendering algorithms. Next, we consider each of these classes in detail, analyzing their aggregate processing and communication costs, possible variations, and constraints they may impose on rendering applications. Finally, we use these analyses to compare the classes and identify when each is likely to be preferable.

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Reviews

Thomas W. Crockett

In computer graphics, the process of converting an abstract description of a scene into a finished image is known as rendering. Because rendering of complex scenes at interactive rates is computationally demanding, the use of parallelism to speed up the process has received considerable attention. While ample parallelism is available, exploiting it effectively requires algorithms that are carefully matched to both the application requirements and the underlying hardware architecture. Inherent in the rendering process is a projection from three-dimensional object space to two-dimensional image space. Assuming that both the object data and the image buffer have been partitioned across processors, this projection implies a scene- and view-dependent remapping of intermediate results, and hence extensive communication. In this paper, the authors introduce a taxonomy of parallel rendering algorithms based on the point in the rendering process at which communication occurs. The emphasis is on conventional polygon rendering techniques, as opposed to ray-casting or radiosity methods. The authors propose three categories—sort-first, sort-middle, and sort-last—and examine the computational and communication costs of each approach using high-level analytical models. The analysis indicates that none of the methods is clearly superior in all circumstances; rather, the choice of algorithm depends on particular characteristics of the application and the target architecture. While this conclusion may not be very satisfying, it reflects the complex tradeoffs that occur in practice. Although the taxonomy is not comprehensive, it does provide important landmarks for navigating through the large algorithmic design spaces that characterize parallel rendering. The accompanying analysis and discussion offer valuable insights into the design of effective parallel rendering systems. This paper should be regarded as mandatory reading for anyone who wants to be well-versed in parallel rendering.

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Published In

cover image IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications  Volume 14, Issue 4
July 1994
90 pages

Publisher

IEEE Computer Society Press

Washington, DC, United States

Publication History

Published: 01 July 1994

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Cited By

View all
  • (2024)Interactive Multi-GPU Light Field Path Tracing Using Multi-Source Spatial ReprojectionProceedings of the 30th ACM Symposium on Virtual Reality Software and Technology10.1145/3641825.3687710(1-11)Online publication date: 9-Oct-2024
  • (2023)Skybox: Open-Source Graphic Rendering on Programmable RISC-V GPUsProceedings of the 28th ACM International Conference on Architectural Support for Programming Languages and Operating Systems, Volume 310.1145/3582016.3582024(616-630)Online publication date: 25-Mar-2023
  • (2023)Multi-GPU multi-display rendering of extremely large 3D environmentsThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-022-02740-739:12(6473-6489)Online publication date: 1-Dec-2023
  • (2023)Multi-GPU Parallel Pipeline Rendering with Splitting FrameAdvances in Computer Graphics10.1007/978-3-031-50072-5_18(223-235)Online publication date: 28-Aug-2023
  • (2022)GPU-Based In Situ Visualization for Large-Scale Discrete Element SimulationsWireless Communications & Mobile Computing10.1155/2022/34855052022Online publication date: 1-Jan-2022
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  • (2020) TuorisFuture Generation Computer Systems10.1016/j.future.2020.01.015106:C(559-571)Online publication date: 1-May-2020
  • (2019)Dynamic load balance strategy for parallel rendering based on deferred shadingInternational Journal of Computational Science and Engineering10.5555/3337494.333750318:3(286-293)Online publication date: 1-Jan-2019
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