Parallel rendering (or distributed rendering) is the application of parallel programming to the computational domain of computer graphics. Rendering graphics can require massive computational resources for complex scenes that arise in scientific visualization, medical visualization, CAD applications, and virtual reality. Recent research has also suggested that parallel rendering can be applied to mobile gaming to decrease power consumption and increase graphical fidelity. Rendering is an embarrassingly parallel workload in multiple domains (e.g., pixels, objects, frames) and thus has been the subject of much research.
There are two, often competing, reasons for using parallel rendering. Performance scaling allows frames to be rendered more quickly while data scaling allows larger data sets to be visualized. Different methods of distributing the workload tend to favor one type of scaling over the other. There can also be other advantages and disadvantages such as latency and load balancing issues. The three main options for primitives to distribute are entire frames, pixels, or objects (e.g. triangle meshes).
Each processing unit can render an entire frame from a different point of view or moment in time. The frames rendered from different points of view can improve image quality with anti-aliasing or add effects like depth-of-field and three-dimensional display output. This approach allows for good performance scaling but no data scaling.
When rendering sequential frames in parallel there will be a lag for interactive sessions. The lag between user input and the action being displayed is proportional to the number of sequential frames being rendered in parallel.
Sets of pixels in the screen space can be distributed among processing units in what is often referred to as sort first rendering.
Distributing interlaced lines of pixels gives good load balancing but makes data scaling impossible. Distributing contiguous 2D tiles of pixels allows for data scaling by culling data with the view frustum.
This page is automatically generated and may contain information that is not correct, complete, up-to-date, or relevant to your search query. The same applies to every other page on this website. Please make sure to verify the information with EPFL's official sources.
Computer graphics deals with generating s and art with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing.
Physically based rendering methods can create photorealistic images by simulating the propagation and interaction of light in a virtual scene. Given a scene description including the shape of objects, participating media, material properties, etc., the sim ...
Modern information technologies and human-centric communication systems employ advanced content representations for richer portrayals of the real world. The newly adopted imaging modalities offer additional information cues and permit the depiction of real ...
Object-centric learning has gained significant attention over the last years as it can serve as a powerful tool to analyze complex scenes as a composition of simpler entities. Well-established tasks in computer vision, such as object detection or instance ...