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Transparent shader-based Direct3D9 application parallelization for graphics cluster

Published: 08 December 2008 Publication History

Abstract

Vertex shader and pixel shader are new programmable units of Graphics Processing Unit (GPU). According to their architecture and Direct3D9 application execution flow on single node, we present transparent shader-based Direct3D9 application parallelization strategy. We has divided graphics cluster into two types of logical node, i.e. resource distributing node (D-Node) and resource rendering node (R-Node). Among them, D-Node is responsible for converting Direct3D9 application to six kinds of rendering resource, including command stream, vertex shader, pixel shader, vertex stream, index stream and texture stream, R-Node is responsible for reconstructing Direct3D9 interface rendering command based on the description information and resource data of received rendering resource. Each R-Node distributes rendering task by computing the bounding box of multi-stream based scene data in the screen space. Experimental results have shown that this strategy can realize transparent shader-based Direct3D9 application parallelization and support high-resolution tiled display. In contrast to single node rendering, four nodes parallel rendering based on graphics cluster can not only promote rendering performance but also achieve average speedup at 2.9.

References

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Humphreys, G., Eldridge, M., Buck, I., Stoll, G., Everett, M., and Hanrahan, P. 2001. Wiregl: a scalable graphics system for clusters. In SIGGRAPH '01: Proceedings of the 28th annual conference on Computer graphics and interactive techniques, ACM, New York, NY, USA, 129--140.
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Humphreys, G., Houston, M., Ng, R., Frank, R., Ahern, S., Kirchner, P. D., and Klosowski, J. T. 2002. Chromium: a stream-processing framework for interactive rendering on clusters. ACM Trans. Graph. 21, 3, 693--702.
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cover image ACM Conferences
VRCAI '08: Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
December 2008
223 pages
ISBN:9781605583358
DOI:10.1145/1477862
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 08 December 2008

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  1. parallel rendering
  2. shader

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