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远程渲染分发管理系统的设计与实现 总被引:2,自引:0,他引:2
介绍了结合渲染集群系统和网络化管理功能研制的一个数字媒体远程渲染管理系统,该系统可支持远程用户完成渲染任务提交、任务监控和结果回收等功能,通过互联网扩展现有集群渲染系统的服务范围,提高渲染企业的生产力。重点对该系统的构架设计、分发算法设计和系统实现进行了说明,并给出了应用示例。 相似文献
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针对三维动画领域的渲染瓶颈和分布式渲染的资源搜索问题,提出了一种基于双层体系结构的分布式虚拟集群渲染系统,并详细介绍了系统的各个功能模块.通过对渲染资源的统一描述,定义了虚拟集群渲染能力的计算方法,给出了分布式渲染资源的搜索算法,并验证了算法的有效性. 相似文献
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针对三维动画领域的渲染瓶颈和分布式渲染的资源搜索问题,提出了一种基于双层体系结构的分布式虚拟集群渲染系统,采用基于减聚类的RBF神经网络算法计算分布式环境下虚拟集群的渲染能力,给出了分布式渲染资源的搜索算法,并验证了算法的有效性。 相似文献
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尽管当前基于全局光照模型的图形绘制方法可以渲染出高质量的图象 ,但因为其计算量巨大 ,难以适用于诸如建筑物漫游、虚拟现实等对绘制速度有严格要求的场合 .为此引入光学映射虚物体的概念 ,利用构建在联网PC机上的集群系统 ,并行创建反射和折射虚物体 ,然后利用集群中各节点的图形加速硬件 ,像处理实际三维物体一样绘制这些虚物体 ,可以快速地绘制出反射 /折射效果的图象 .实验结果证明 ,该方法利用 CU P的计算能力和图形硬件的加速特性实现了真实感图形的高性能绘制 ,特别适用于诸如建筑物漫游、计算机动画和虚拟现实等要求交互式绘制的场合 相似文献
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根据图形处理器的最新可编程单元Vertex Shader和Pixel Shader的体系结构和单机Direct3D9应用程序的执行流程,提出支持Shader的Direct3D9应用程序在图形集群的透明并行化策略.图形集群的节点划分为资源分配和资源绘制节点,资源分配节点通过截取绘制接口将应用程序实时转换为6类绘制资源,包括命令流、Vertex Shader、Pixel Shader、顶点流、索引流和纹理流.资源绘制节点根据绘制资源的描述信息和资源数据重构出Direct3D9的绘制命令.图形集群中的所有绘制节点都保留全部的绘制资源,并且通过计算基于多流模式场景数据在屏幕空间的包围盒进行绘制任务划分.实验证明,使用,这种策略完全可以实现支持Shader的Direct3D9应用程序透明并行化.相对于单机绘制,基于图形集群的并行图形绘制不仅提高绘制性能而且得到较高绘制加速比. 相似文献
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Rendering is a crucial process in the production of computer generated animation movies. It executes a computer program to transform 3D models into series of still images, which will eventually be sequenced into a movie. Due to the size and complexity of 3D models, rendering process becomes a tedious, time-consuming and unproductive task on a single machine. Accordingly, animation rendering is commonly carried out in a distributed computing environment where numerous computers execute in parallel to speedup the rendering process. In accordance with distribution of computing, data dissemination to all computers also needs certain mechanisms which allow large 3D models to be efficiently moved to those distributed computers to ensure the reduction of time and cost in animation production. This paper presents and evaluates BitTorrent file system (BTFS) for improving the communication performance of distributed animation rendering. The BTFS provides an efficient, secure and transparent distributed file system which decouples the applications from complicated communication mechanism. By having data disseminated in a peer-to-peer manner and using local cache, rendering time can be reduced. Its performance comparison with a production-grade 3D animation favorably shows that the BTFS outperforms traditional distributed file systems by more than 3 times in our test configuration. 相似文献
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A generic rendering system 总被引:3,自引:0,他引:3
Describes the software architecture of a rendering system that follows a pragmatic approach to integrating and bundling the power of different low-level rendering systems within an object-oriented framework. The generic rendering system provides higher-level abstractions to existing rendering systems and serves as a framework for developing new rendering techniques. It wraps the functionality of several widely-used rendering systems, defines a unified object-oriented application programming interface and provides an extensible, customizable apparatus for evaluating and interpreting hierarchical scene information. As a fundamental property, individual features of a specific rendering system can be integrated into the generic rending system in a transparent way. The system is based on a state machine, called an "engine", which operates on "rendering components". Four major categories of rendering components constitute the generic rendering system: "shapes" represent geometries, "attributes" specify properties assigned to geometries and scenes, "handlers" encapsulate rendering algorithms, and "techniques" represent evaluation strategies for rendering components. As a proof of concept, we have implemented the described software architecture using the Virtual Rendering System, which currently wraps the functionality of the OpenGL, Radiance, POV Ray and RenderMan systems 相似文献
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We present a Hybrid Geometric‐Image Based Rendering (HGIBR) system for displaying very complex geometrical models at interactive frame rates. Our approach replaces distant geometry with a combination of image‐based representations and geometry, while rendering nearby objects from geometry. Reference images are computed on demand, which means that no pre‐processing, or additional storage are necessary. We present results for a massive model of a whole offshore gas platform, to demonstrate that interactive frame rates can be maintained using the HGIBR approach. Our implementation runs on a pair of PCs, using commodity graphics hardware for fast 3D warping. 相似文献
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《计算机辅助绘图.设计与制造(英文版)》2016,(1)
Rendering of large-scale forest scenes is a challenging task,whose highly geometric complexity will put heavy burden on current graphics hardware.When navigating the scene,the overall visual result is generally considered as the core concern.A new method is proposed in this paper for large-scale forest rendering using clustering and merging strategies.Our method improves the rendering effect by clustering polygons according to the point information with relation to neighbours.A fast forest rendering system is developed accordingly.The relative techniques in the system can improve the visual quality on demand of different applications. 相似文献
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并行分布式体绘制算法的设计 总被引:1,自引:0,他引:1
体绘制是一种需要大量计算资源和内存资源的可视化任务,本文提出一种并行分布式体绘制算法,对绘制任务进行适当剖分,使用连网的工作站进行计算,有效地加快了图形绘制速度。 相似文献
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Jassim Happa Tom Bashford‐Rogers Alexander Wilkie Alessandro Artusi Kurt Debattista Alan Chalmers 《Computer Graphics Forum》2012,31(6):1823-1836
High‐fidelity rendering can be used to investigate Cultural Heritage (CH) sites in a scientifically rigorous manner. However, a high degree of realism in the reconstruction of a CH site can be misleading insofar as it can be seen to imply a high degree of certainty about the displayed scene—which is frequently not the case, especially when investigating the past. So far, little effort has gone into adapting and formulating a Predictive Rendering pipeline for CH research applications. In this paper, we first discuss the goals and the workflow of CH reconstructions in general, as well as those of traditional Predictive Rendering. Based on this, we then propose a research framework for CH research, which we refer to as ‘Cultural Heritage Predictive Rendering’ (CHPR). This is an extension to Predictive Rendering that introduces a temporal component and addresses uncertainty that is important for the scene’s historical interpretation. To demonstrate these concepts, two example case studies are detailed. 相似文献
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Francois G. Gautron P. Breton G. Bouatouch K. 《IEEE transactions on visualization and computer graphics》2009,15(5):815-827
Rendering realistic organic materials is a challenging issue. The human eye is an important part of nonverbal communication which, consequently, requires specific modeling and rendering techniques to enhance the realism of virtual characters. We propose an image-based method for estimating both iris morphology and scattering features in order to generate convincing images of virtual eyes. In this regard, we develop a technique to unrefract iris photographs. We model the morphology of the human iris as an irregular multilayered tissue. We then approximate the scattering features of the captured iris. Finally, we propose a real-time rendering technique based on the subsurface texture mapping representation and introduce a precomputed refraction function as well as a caustic function, which accounts for the light interactions at the corneal interface. 相似文献