A Shader-Based Parallel Rendering Framework

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A Shader-Based Parallel Rendering Framework
Existing parallel or remote rendering solutions rely on communicating pixels, OpenGL commands, scene-graph changes or application-specific data. We propose an intermediate solution based on a set of independent graphics primitives that use hardware shaders to specify their visual appearance. Compared to an OpenGL based approach, it reduces the complexity of the model by eliminating most fixed function parameters while giving access to the latest functionalities of graphics cards. It also suppresses the OpenGL state machine that creates data dependencies making primitive re-scheduling difficult. Using a retained-mode communication protocol transmitting changes between each frame, combined with the possibility to use shaders to implement interactive data processing operations instead of sending final colors and geometry, we are able to optimize the network load. High level information such as bounding volumes is used to setup advanced schemes where primitives are issued in parallel,...
Jérémie Allard, Bruno Raffin
Added 25 Jun 2010
Updated 25 Jun 2010
Type Conference
Year 2005
Authors Jérémie Allard, Bruno Raffin
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