Proceedings. 17th Brazilian Symposium on Computer Graphics and Image Processing
DOI: 10.1109/sibgra.2004.1352973
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A load-balancing strategy for sort-first distributed rendering

Abstract: 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 perfo… Show more

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Cited by 25 publications
(4 citation statements)
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“…One additional advantage of the ray-casting approach is that the rays are processed in parallel, being the appropriate choice for sort-first distributed visualization using clusters Proceedings of the XVIII Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI'05) of PCs [1]. We also believe that the ray-casting approaches will greatly benefit from the upcoming graphics card generations.…”
Section: Resultsmentioning
confidence: 99%
“…One additional advantage of the ray-casting approach is that the rays are processed in parallel, being the appropriate choice for sort-first distributed visualization using clusters Proceedings of the XVIII Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI'05) of PCs [1]. We also believe that the ray-casting approaches will greatly benefit from the upcoming graphics card generations.…”
Section: Resultsmentioning
confidence: 99%
“…They have been concentrated on efficient and optimized implementations of volume rendering algorithms and data structures used to explore GPU features and to avoid clusters bottlenecks. The cluster-based works focused on solving: load balancing [7], [11], screen partition [12], [13], dataset division [6], [14], or image composition communication [5], [8]. The GPU-based works focused on: exploring the GPU hardware features [15], [1], dealing with the memory limitation problem [16], [3], and exploring GPU clusters [17], [4].…”
Section: A Speeding Up Volume Renderingmentioning
confidence: 99%
“…Some approaches have been proposed to solve this problem for sort-first parallel rendering such as partitioning one screen tile into some smaller subtiles by some heuristics and assigning the sub-tiles among cluster nodes 13 . These methods can alleviate the load-imbalance problem but they also introduce new problems.…”
Section: Sort-first Occlusion Cullingmentioning
confidence: 99%