A Distributed System for Near-Real-Time Display of Shaded Three-Dimensional Graphics

نویسندگان

  • Steve Sistare
  • Mark Friedell
چکیده

We present a distributed system that provides low-cost, interactive response for three-dimensional graphics applications. The system runs on commonly available hardware, which consists of a set of distributed workstations connected by a mediumbandwidth network. Problems such as heterogeneous processors, time-shared use of the workstations, and non-uniform image complexity are addressed through a load-balancing algorithm that achieves effective parallel speedups, allowing nearreal-time response in interactive applications. A scheme for exploiting frame-to-frame coherence, which is characteristic of many interactive applications, further enhances the performance. The images rendered may be displayed at near-real-time rates on an inexpensive, 8-bit frame buffer through the use of a novel, color-quantization scheme that avoids recomputing a color mapping for every frame of an animation sequence . Several applications of the system are described, and a video showing nearreal-time interaction with these applications will be presented.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Determining the Proper compression Algorithm for Biomedical Signals and Design of an Optimum Graphic System to Display Them (TECHNICAL NOTES)

In this paper the need for employing a data reduction algorithm in using digital graphic systems to display biomedical signals is firstly addressed and then, some such algorithms are compared from different points of view (such as complexity, real time feasibility, etc.). Subsequently, it is concluded that Turning Point algorithm can be a suitable one for real time implementation on a microproc...

متن کامل

Level-of-Detail Shaders

Current graphics hardware can render objects using simple procedural shaders in real-time. However, detailed, highquality shaders will continue to stress the resources of hardware for some time to come. Shaders written for film production and software renderers may stretch to thousands of lines. The difficulty of rendering efficiently is compounded when there is not just one, but a scene full o...

متن کامل

VLSI Drawing Processor Utilizing Multiple Parallel Scan-Line Processors

In a typical graphics system, a single drawing processor is used to perform pixel level drawing operations, one pixel at a time. A VLSI based drawing proces­ sor and image memory controller is presented which takes advantage of scan-line partitioning of many graphics operations. A four processor implementation is described which operates on four scan-lines in parallel to achieve near real-time ...

متن کامل

Near-Eye Light Field Displays-0.5em

We propose near-eye light field displays that enable thin, lightweight head-mounted displays (HMDs) capable of presenting nearly correct convergence, accommodation, binocular disparity, and retinal defocus depth cues. Sharp images are depicted by outof-focus elements by synthesizing light fields corresponding to virtual objects within a viewer’s natural accommodation range. We formally assess t...

متن کامل

Fat Borders: Gap Filling For Efficient View-dependent LOD Rendering

Real-time high quality rendering of complex models remains a big challenge. Simply splitting the models into several parts which can be simplified and rendered independently introduces disturbing gaps along the common borders. Recent approaches for viewdependent rendering of huge models either neglect the artifacts introduced by the gaps or try to maintain the connectivity of the models. Unfort...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2015