Chromium: a Stream-Processing Framework for Interactive Rendering on Clusters
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High End Visualization with Scalable Display System
HIGH END VISUALIZATION WITH SCALABLE DISPLAY SYSTEM Dinesh M. Sarode*, Bose S.K.*, Dhekne P.S.*, Venkata P.P.K.*, Computer Division, Bhabha Atomic Research Centre, Mumbai, India Abstract display, then the large number of pixels shows the picture Today we can have huge datasets resulting from in greater details and interaction with it enables the computer simulations (CFD, physics, chemistry etc) and greater insight in understanding the data. However, the sensor measurements (medical, seismic and satellite). memory constraints, lack of the rendering power and the There is exponential growth in computational display resolution offered by even the most powerful requirements in scientific research. Modern parallel graphics workstation makes the visualization of this computers and Grid are providing the required magnitude difficult or impossible. computational power for the simulation runs. The rich While the cost-performance ratio for the component visualization is essential in interpreting the large, dynamic based on semiconductor technologies doubling in every data generated from these simulation runs. The 18 months or beyond that for graphics accelerator cards, visualization process maps these datasets onto graphical the display resolution is lagging far behind. The representations and then generates the pixel resolutions of the displays have been increasing at an representation. The large number of pixels shows the annual rate of 5% for the last two decades. The ability to picture in greater details and interaction with it enables scale the components: graphics accelerator and display by the greater insight on the part of user in understanding the combining them is the most cost-effective way to meet data more quickly, picking out small anomalies that could the ever-increasing demands for high resolution. -
Parallel Particle Rendering: a Performance Comparison Between Chromium and Aura
See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/221357191 Parallel Particle Rendering: a Performance Comparison between Chromium and Aura . Conference Paper · January 2006 DOI: 10.2312/EGPGV/EGPGV06/137-144 · Source: DBLP CITATIONS READS 4 29 3 authors, including: Michal Koutek Koninklijk Nederlands Meteorologisch Instituut 26 PUBLICATIONS 172 CITATIONS SEE PROFILE All content following this page was uploaded by Michal Koutek on 28 January 2015. The user has requested enhancement of the downloaded file. All in-text references underlined in blue are added to the original document and are linked to publications on ResearchGate, letting you access and read them immediately. Eurographics Symposium on Parallel Graphics and Visualization (2006) Alan Heirich, Bruno Raffin, and Luis Paulo dos Santos (Editors) Parallel particle rendering: a performance comparison between Chromium and Aura , Tom van der Schaaf1, Michal Koutek1 2 and Henri Bal1 1Faculty of Sciences - Vrije Universiteit, De Boelelaan 1081, 1081 HV Amsterdam, The Netherlands 2Faculty of Information Technology and Systems - Delft University of Technology Abstract In the fields of high performance computing and distributed rendering, there is a great need for a flexible and scalable architecture that supports coupling of parallel simulations to commodity visualization clusters. The most popular architecture that allows such flexibility, called Chromium, is a parallel implementation of OpenGL. It has sufficient performance on applications with static scenes, but in case of more dynamic content this approach often fails. We have developed Aura, a distributed scene graph library, which allows optimized performance for both static and more dynamic scenes. In this paper we compare the performance of Chromium and Aura. -
Order Independent Transparency in Opengl 4.X Christoph Kubisch – [email protected] TRANSPARENT EFFECTS
Order Independent Transparency In OpenGL 4.x Christoph Kubisch – [email protected] TRANSPARENT EFFECTS . Photorealism: – Glass, transmissive materials – Participating media (smoke...) – Simplification of hair rendering . Scientific Visualization – Reveal obscured objects – Show data in layers 2 THE CHALLENGE . Blending Operator is not commutative . Front to Back . Back to Front – Sorting objects not sufficient – Sorting triangles not sufficient . Very costly, also many state changes . Need to sort „fragments“ 3 RENDERING APPROACHES . OpenGL 4.x allows various one- or two-pass variants . Previous high quality approaches – Stochastic Transparency [Enderton et al.] – Depth Peeling [Everitt] 3 peel layers – Caveat: Multiple scene passes model courtesy of PTC required Peak ~84 layers 4 RECORD & SORT 4 2 3 1 . Render Opaque – Depth-buffer rejects occluded layout (early_fragment_tests) in; fragments 1 2 3 . Render Transparent 4 – Record color + depth uvec2(packUnorm4x8 (color), floatBitsToUint (gl_FragCoord.z) ); . Resolve Transparent 1 2 3 4 – Fullscreen sort & blend per pixel 4 2 3 1 5 RESOLVE . Fullscreen pass uvec2 fragments[K]; // encodes color and depth – Not efficient to globally sort all fragments per pixel n = load (fragments); sort (fragments,n); – Sort K nearest correctly via vec4 color = vec4(0); register array for (i < n) { blend (color, fragments[i]); – Blend fullscreen on top of } framebuffer gl_FragColor = color; 6 TAIL HANDLING . Tail Handling: – Discard Fragments > K – Blend below sorted and hope error is not obvious [Salvi et al.] . Many close low alpha values are problematic . May not be frame- coherent (flicker) if blend is not primitive- ordered K = 4 K = 4 K = 16 Tailblend 7 RECORD TECHNIQUES . Unbounded: – Record all fragments that fit in scratch buffer – Find & Sort K closest later + fast record - slow resolve - out of memory issues 8 HOW TO STORE . -
A Load-Balancing Strategy for Sort-First Distributed Rendering
A load-balancing strategy for sort-first distributed rendering Frederico Abraham, Waldemar Celes, Renato Cerqueira, Joao˜ Luiz Campos Tecgraf - Computer Science Department, PUC-Rio Rua Marquesˆ de Sao˜ Vicente 225, 22450-900 Rio de Janeiro, RJ, Brasil ffabraham,celes,rcerq,[email protected] Abstract such algorithms, when applied to complex scenes, still de- mand graphics power that a single processor may not be In this paper, we present a multi-threaded sort-first dis- able to deliver. Examples of such scenarios include scenes tributed rendering system. In order to achieve load balance described by a dense and highly tessellated geometry set, among the rendering nodes, we propose a new partition- sophisticated per-pixel lighting algorithms and volume ren- ing scheme based on the rendering time of the previous dering. frame. The proposed load-balancing algorithm is very sim- The purpose of our research is to investigate the use of ple to be implemented and works well for both geometry- PC-based clusters for improving the rendering performance and rasterization-bound models. We also propose a strat- of such complex scenes, delivering the frame rate usually egy to assign tiles to rendering nodes that effectively uses required by virtual-reality applications. This goal can be the available graphics resources, thus improving rendering achieved by combining the graphics power of a set of PCs performance. equipped with graphics accelerators. Although PC clusters have also been used for supporting high resolution multi- display rendering systems [2, 12, 14, 13], in this paper we focus on the use of a PC cluster for improving rendering 1. -
Best Practice for Mobile
If this doesn’t look familiar, you’re in the wrong conference 1 This section of the course is about the ways that mobile graphics hardware works, and how to work with this hardware to get the best performance. The focus here is on the Vulkan API because the explicit nature exposes the hardware, but the principles apply to other programming models. There are ways of getting better mobile efficiency by reducing what you’re drawing: running at lower frame rate or resolution, only redrawing what and when you need to, etc.; we’ve addressed those in previous years and you can find some content on the course web site, but this time the focus is on high-performance 3D rendering. Those other techniques still apply, but this talk is about how to keep the graphics moving and assuming you’re already doing what you can to reduce your workload. 2 Mobile graphics processing units are usually fundamentally different from classical desktop designs. * Mobile GPUs mostly (but not exclusively) use tiling, desktop GPUs tend to use immediate-mode renderers. * They use system RAM rather than dedicated local memory and a bus connection to the GPU. * They have multiple cores (but not so much hyperthreading), some of which may be optimised for low power rather than performance. * Vulkan and similar APIs make these features more visible to the developer. Here, we’re mostly using Vulkan for examples – but the architectural behaviour applies to other APIs. 3 Let’s start with the tiled renderer. There are many approaches to tiling, even within a company. -
Cross-Segment Load Balancing in Parallel Rendering
EUROGRAPHICS Symposium on Parallel Graphics and Visualization (2011), pp. 1–10 N.N. and N.N. (Editors) Cross-Segment Load Balancing in Parallel Rendering Fatih Erol1, Stefan Eilemann1;2 and Renato Pajarola1 1Visualization and MultiMedia Lab, Department of Informatics, University of Zurich, Switzerland 2Eyescale Software GmbH, Switzerland Abstract With faster graphics hardware comes the possibility to realize even more complicated applications that require more detailed data and provide better presentation. The processors keep being challenged with bigger amount of data and higher resolution outputs, requiring more research in the parallel/distributed rendering domain. Optimiz- ing resource usage to improve throughput is one important topic, which we address in this article for multi-display applications, using the Equalizer parallel rendering framework. This paper introduces and analyzes cross-segment load balancing which efficiently assigns all available shared graphics resources to all display output segments with dynamical task partitioning to improve performance in parallel rendering. Categories and Subject Descriptors (according to ACM CCS): I.3.2 [Computer Graphics]: Graphics Systems— Distributed/network graphics; I.3.m [Computer Graphics]: Miscellaneous—Parallel Rendering Keywords: Dynamic load balancing, multi-display systems 1. Introduction of massive pixel amounts to the final display destinations at interactive frame rates. The graphics pipes (GPUs) driving As CPU and GPU processing power improves steadily, so the display array, however, are typically faced with highly and even more increasingly does the amount of data to uneven workloads as the vertex and fragment processing cost be processed and displayed interactively, which necessitates is often very concentrated in a few specific areas of the data new methods to improve performance of interactive massive and on the display screen. -
Power Optimizations for Graphics Processors
POWER OPTIMIZATIONS FOR GRAPHICS PROCESSORS B.V.N.SILPA DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING INDIAN INSTITUTE OF TECHNOLOGY DELHI March 2011 POWER OPTIMAZTIONS FOR GRAPHICS PROCESSORS by B.V.N.SILPA Department of Computer Science and Engineering Submitted in fulfillment of the requirements of the degree of Doctor of Philosophy to the Indian Institute of Technology Delhi March 2011 Certificate This is to certify that the thesis titled Power optimizations for graphics pro- cessors being submitted by B V N Silpa for the award of Doctor of Philosophy in Computer Science & Engg. is a record of bona fide work carried out by her under my guidance and supervision at the Deptartment of Computer Science & Engineer- ing, Indian Institute of Technology Delhi. The work presented in this thesis has not been submitted elsewhere, either in part or full, for the award of any other degree or diploma. Preeti Ranjan Panda Professor Dept. of Computer Science & Engg. Indian Institute of Technology Delhi Acknowledgment It is with immense gratitude that I acknowledge the support and help of my Professor Preeti Ranjan Panda in guiding me through this thesis. I would like to thank Professors M. Balakrishnan, Anshul Kumar, G.S. Visweswaran and Kolin Paul for their valuable feedback, suggestions and help in all respects. I am indebted to my dear friend G Kr- ishnaiah for being my constant support and an impartial critique. I would like to thank Neeraj Goel, Anant Vishnoi and Aryabartta Sahu for their technical and moral support. I would also like to thank the staff of Philips, FPGA, Intel laboratories and IIT Delhi for their help. -
Opengl FAQ and Troubleshooting Guide
OpenGL FAQ and Troubleshooting Guide Table of Contents OpenGL FAQ and Troubleshooting Guide v1.2001.11.01..............................................................................1 1 About the FAQ...............................................................................................................................................13 2 Getting Started ............................................................................................................................................18 3 GLUT..............................................................................................................................................................33 4 GLU.................................................................................................................................................................37 5 Microsoft Windows Specifics........................................................................................................................40 6 Windows, Buffers, and Rendering Contexts...............................................................................................48 7 Interacting with the Window System, Operating System, and Input Devices........................................49 8 Using Viewing and Camera Transforms, and gluLookAt().......................................................................51 9 Transformations.............................................................................................................................................55 10 Clipping, Culling, -
Ray Tracing on Programmable Graphics Hardware
Ray Tracing on Programmable Graphics Hardware Timothy J. Purcell Ian Buck William R. Mark ∗ Pat Hanrahan Stanford University † Abstract In this paper, we describe an alternative approach to real-time ray tracing that has the potential to out perform CPU-based algorithms Recently a breakthrough has occurred in graphics hardware: fixed without requiring fundamentally new hardware: using commodity function pipelines have been replaced with programmable vertex programmable graphics hardware to implement ray tracing. Graph- and fragment processors. In the near future, the graphics pipeline ics hardware has recently evolved from a fixed-function graph- is likely to evolve into a general programmable stream processor ics pipeline optimized for rendering texture-mapped triangles to a capable of more than simply feed-forward triangle rendering. graphics pipeline with programmable vertex and fragment stages. In this paper, we evaluate these trends in programmability of In the near-term (next year or two) the graphics processor (GPU) the graphics pipeline and explain how ray tracing can be mapped fragment program stage will likely be generalized to include float- to graphics hardware. Using our simulator, we analyze the per- ing point computation and a complete, orthogonal instruction set. formance of a ray casting implementation on next generation pro- These capabilities are being demanded by programmers using the grammable graphics hardware. In addition, we compare the perfor- current hardware. As we will show, these capabilities are also suf- mance difference between non-branching programmable hardware ficient for us to write a complete ray tracer for this hardware. As using a multipass implementation and an architecture that supports the programmable stages become more general, the hardware can branching. -
Chromium Renderserver: Scalable and Open Remote Rendering Infrastructure Brian Paul, Member, IEEE, Sean Ahern, Member, IEEE, E
1 Chromium Renderserver: Scalable and Open Remote Rendering Infrastructure Brian Paul, Member, IEEE, Sean Ahern, Member, IEEE, E. Wes Bethel, Member, IEEE, Eric Brug- ger, Rich Cook, Jamison Daniel, Ken Lewis, Jens Owen, and Dale Southard Abstract— Chromium Renderserver (CRRS) is software infrastruc- ture that provides the ability for one or more users to run and view image output from unmodified, interactive OpenGL and X11 applications on a remote, parallel computational platform equipped with graphics hardware accelerators via industry-standard Layer 7 network proto- cols and client viewers. The new contributions of this work include a solution to the problem of synchronizing X11 and OpenGL command streams, remote delivery of parallel hardware-accelerated rendering, and a performance anal- ysis of several different optimizations that are generally applicable to a variety of rendering architectures. CRRS is fully operational, Open Source software. Index Terms— remote visualization, remote rendering, parallel rendering, virtual network computer, collaborative Fig. 1. An unmodified molecular docking application run in parallel visualization, distance visualization on a distributed memory system using CRRS. Here, the cluster is configured for a 3x2 tiled display setup. The monitor for the “remote I. INTRODUCTION user machine” in this image is the one on the right. While this example has “remote user” and “central facility” connected via LAN, The Chromium Renderserver (CRRS) is software in- the typical use model is where the remote user is connected to the frastructure that provides access to the virtual desktop central facility via a low-bandwidth, high-latency link. Here, we see the complete 4800x2400 full-resolution image from the application on a remote computing system. -
Interactive Computer Graphics Stanford CS248, Winter 2021 You Are Almost Done!
Lecture 18: Parallelizing and Optimizing Rasterization Interactive Computer Graphics Stanford CS248, Winter 2021 You are almost done! ▪ Wed night deadline: - Exam redo (no late days) ▪ Thursday night deadline: - Final project writeup - Final project video - It should demonstrate that your algorithms “work” - But hopefully you can get creative and have some fun with it! ▪ Friday: - Relax and party Stanford CS248, Winter 2021 Cyberpunk 2077 Stanford CS248, Winter 2021 Ghost of Tsushima Stanford CS248, Winter 2021 Forza Motorsport 7 Stanford CS248, Winter 2021 NVIDIA V100 GPU: 80 streaming multiprocessors (SMs) L2 Cache (6 MB) 900 GB/sec (4096 bit interface) GPU memory (HBM) (16 GB) Stanford CS248, Winter 2021 V100 GPU parallelism 1.245 GHz clock 1.245 GHz clock 80 SM processor cores per chip 80 SM processor cores per chip 64 parallel multiple-add units per SM 64 parallel multiple-add units per SM 80 x 64 = 5,120 fp32 mul-add ALUs 80 x 64 = 5,120 fp32 mul-add ALUs = 12.7 TFLOPs * = 12.7 TFLOPs * Up to 163,840 fragments being processed at a time on the chip! Up to 163,840 fragments being processed at a time on the chip! L2 Cache (6 MB) 900 GB/sec GPU memory (16 GB) * mul-add counted as 2 !ops: Stanford CS248, Winter 2021 Hardware units RTX 3090 GPU for rasterization Stanford CS248, Winter 2021 RTX 3090 GPU Hardware units for texture mapping Stanford CS248, Winter 2021 RTX 3090 GPU Hardware units for ray tracing Stanford CS248, Winter 2021 For the rest of the lecture, I’m going to focus on mapping rasterization workloads to modern mobile GPUs Stanford CS248, Winter 2021 all Q. -
Load Balancing in a Tiling Rendering Pipeline for a Many-Core CPU
Master of Science Thesis Lund, spring 2010 Load balancing in a tiling rendering pipeline for a many-core CPU Rasmus Barringer* Engineering Physics, Lund University Supervisor: Tomas Akenine-Möller†, Lund University/Intel Corporation Examiner: Michael Doggett‡, Lund University Abstract A tiling rendering architecture subdivides a computer graphics image into smaller parts to be rendered separately. This approach extracts parallelism since different tiles can be processed independently. It also allows for efficient cache utilization for localized data, such as a tile’s portion of the frame buffer. These are all important properties to allow efficient execution on a highly parallel many-core CPU. This master thesis evaluates the traditional two-stage pipeline, consisting of a front-end and a back-end, and discusses several drawbacks of this approach. In an attempt to remedy these drawbacks, two new schemes are introduced; one that is based on conservative screen-space bounds of geometry and another that splits expensive tiles into smaller sub-tiles. * [email protected] † [email protected] ‡ [email protected] Acknowledgements I would like to thank my supervisor, Tomas Akenine-Möller, for the opp- ortunity to work on this project as well as giving me valuable guidance and supervision along the way. Further thanks goes to the people at Intel for a lot of help and valuable discussions: thanks Jacob, Jon, Petrik and Robert! I would also like to thank my examiner, Michael Doggett. 1 Table of Contents 1 Introduction, aim and scope ...................................................................... 3 2 Background ................................................................................................ 4 2.1 Overview of the rasterization pipeline ............................................ 4 2.2 GPUs, CPUs and many-core architectures ....................................