In this paper, we present a multi-threaded sort-first distributed rendering system. In order to achieve load balance among the rendering nodes, we propose a new partitioning scheme based on the rendering time of the previous frame. The proposed load-balancing algorithm is very simple to be implemented and works well for both geometryand rasterization-bound models. We also propose a strategy to assign tiles to rendering nodes that effectively uses the available graphics resources, thus improving rendering performance.
a) σ = 0.5 (b) σ = 1.0 (c) σ = 2.0 (d) σ = 4.0 Figure 1. Texture-based wireframe rendering with different thickness values (σ) on a Mini Cooper model. On the right, the wireframe is drawn in isolation.Abstract-This paper revisits the problem of wireframe rendering, which, at first, appears to be an easily solved problem. However, the conventional solution is inefficient and does not result in high-quality images. Recently, graphics hardware programming has been employed to achieve highquality solid line rendering. In this paper, we present a simpler and faster technique for wireframe rendering based on texture mapping. Our technique does not require (but can benefit from) graphics hardware programming and thus can be easily integrated to existing rendering engines, while resulting in accurate, high-quality, antialiased, and still versatile, wireframe drawing.
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