Large-Scale Polygon Rendering. Solutions Decimation Visibility Culling Parallel Rendering Others.
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Transcript of Large-Scale Polygon Rendering. Solutions Decimation Visibility Culling Parallel Rendering Others.
![Page 1: Large-Scale Polygon Rendering. Solutions Decimation Visibility Culling Parallel Rendering Others.](https://reader035.fdocuments.us/reader035/viewer/2022070401/56649f175503460f94c2dbd7/html5/thumbnails/1.jpg)
Large-Scale Polygon Rendering
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Solutions Decimation Visibility Culling Parallel Rendering Others
![Page 3: Large-Scale Polygon Rendering. Solutions Decimation Visibility Culling Parallel Rendering Others.](https://reader035.fdocuments.us/reader035/viewer/2022070401/56649f175503460f94c2dbd7/html5/thumbnails/3.jpg)
Surface DecimationUse a smaller number of triangles to represent the same surface -> preserve the topology
Removing vertices
Contracting edges
Etc.
![Page 4: Large-Scale Polygon Rendering. Solutions Decimation Visibility Culling Parallel Rendering Others.](https://reader035.fdocuments.us/reader035/viewer/2022070401/56649f175503460f94c2dbd7/html5/thumbnails/4.jpg)
Visibility Culling
Do not display polygons that are not visible to the eyes
188,000 triangles1 million triangles
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Parallel Rendering
![Page 6: Large-Scale Polygon Rendering. Solutions Decimation Visibility Culling Parallel Rendering Others.](https://reader035.fdocuments.us/reader035/viewer/2022070401/56649f175503460f94c2dbd7/html5/thumbnails/6.jpg)
3D Rendering Pipeline
Transformation Clipping
(modeling, viewing, projection)
Lighting Screen Projection Scan conversion
Z-buffer Shading Geometry Processing
Rasterization
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Parallel Rendering
G
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display
sequential
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display
fully parallel
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Parallel Rendering (2) Geometry processing: parallelized
by assigning each processor a subset of primitives (polygons)
Rasterization: parallelized by assigning each processor a portion of pixel calculations
![Page 9: Large-Scale Polygon Rendering. Solutions Decimation Visibility Culling Parallel Rendering Others.](https://reader035.fdocuments.us/reader035/viewer/2022070401/56649f175503460f94c2dbd7/html5/thumbnails/9.jpg)
Parallel Rendering (3)
What is rendering anyway?
Calculate the effect of each primitive on each pixel
During transformation, a primitive can go anywhere onthe screen
Rendering can be seen as sorting primitives to the screen
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Parallel Rendering (4)
Rendering as a sorting process
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Sorting primitives
Where to sort?
Sorting can pretty muchhappy anywhere
Where/When to sort willaffect the structure of theparallel rendering system
G
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display
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Sort-First Parallel Rendering
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Sort-First Parallel Rendering
Distribute the primitives early in the rendering pipeline
P1 P2
P3 P4
1. Subdivide the screen2. “Pre-transform” the primitives3. Distribute the primitives4. Each processor render its own primitives5. No communication needed afterwards
P1: P2: P3: P4:
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Sort-Middle Parallel Rendering
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Sort-Middle Parallel Rendering
Distribute the primitives in the middle of pipeline
P1: P2: P3: P4:
P1 P2
P3 P4
1. Arbitrary assignment
2. Geometry processing
3. Sorting
P1: P2: P3: P4:
Rasterization
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Sort-Last Parallel Rendering
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Sort-Last Parallel Rendering
P1 P2
P3 P4
Distribute the primitives in the end of pipeline
P1: P2: P3: P4:
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1. Arbitrary assignment
2. Geometry processing
3. Rasterization
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Sort-Last Parallel Rendering
P1 P2 P3 P4
P1 P2
P3 P4
P1 P2 P3 P4
Sort images with z
Compositing/z-buffer