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Parallel Rendering Over Network Based on CORBA

机译:基于CORBA的网络并行渲染

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摘要

VR (Virtual Reality) technology is entering DVR (Distributed Virtual Reality) era. DVR need to meet the real time requirement. This requirement results in more complex and heavier computational tasks, significantly increasing the load of a node in a DVR. High-performance parallel graphic system can be used, but they are very expensive. To decrease the cost and make full use of existing network resources, we present a parallel graphic rendering system in this paper. The system adopts Master-Slave model in network topology. COBRA is used as the network computational environment of the distributed rendering system. To further improve the performance of system, we used many new techniques, such as task division based on object space, task overlay and dynamic load balancing. The experiment results indicate that the time each computer needed to render dropped with the increase of the number of the computers contributing to the computation. Although the transferring time of the network also grows, it has no remarkable impact on the change of overall time because only a little more controlling information need to be transferred than before.
机译:VR(虚拟现实)技术正在进入DVR(分布式虚拟现实)时代。 DVR需要满足实时性要求。该要求导致更加复杂和繁重的计算任务,从而大大增加了DVR中节点的负载。可以使用高性能的并行图形系统,但是它们非常昂贵。为了降低成本并充分利用现有的网络资源,我们提出了一种并行图形渲染系统。系统在网络拓扑中采用主从模式。 COBRA被用作分布式渲染系统的网络计算环境。为了进一步提高系统性能,我们使用了许多新技术,例如基于对象空间的任务划分,任务覆盖和动态负载平衡。实验结果表明,每台计算机渲染所需的时间随着有助于计算的计算机数量的增加而减少。尽管网络的传输时间也增加了,但是它对总时间的变化没有显着影响,因为只需要传输比以前更多的控制信息即可。

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