Efficient rendering of complex scenes on heterogeneous parallel architectures

Yıldırım Kalkan, Gökçe
In computer graphics, generating high-quality images at high frame rates for rendering complex scenes is a challenging task. A well-known approach to tackling this important task is to utilize parallel processing through distributing rendering and simulation tasks to different processing units. In this thesis, several methods of distributed rendering architectures are investigated, and the bottlenecks in distributed rendering are analyzed. Based on this analysis, guidelines for distributed rendering in a network of computers are proposed. Moreover, in the thesis, an efficient load balancing strategy is proposed for distributing the rendering of individual frames to different processing units in a network. In this distributed rendering heterogeneous system, there are computers equipped with multiple Graphical Processing Units (GPUs) with different rendering performances all in the same network with a server, which collects rendering performances of the GPUs in the different Image Generators (IGs) based on an effective load balancing. By means of the novel load balancing strategy, the thesis shows that such a system can increase the rendering performance of slow computers with the help of the fast ones. Lastly, this model is extended to develop an adaptive hybrid model where (i) parts of a frame or a scene can be distributed and (ii) GPU-GPU and GPU-CPU distributions can be considered. This model can adjust itself to the changing loads of the GPUs and determine an efficient load balancing strategy for distributed rendering.


Interactive editing of complex terrains on parallel graphics architectures
Gün, Ufuk; İşler, Veysi; Department of Computer Engineering (2009)
Rendering large terrains on large screens at interactive frame rates is a challenging area of computer graphics. In the last decade, real-time terrain rendering on large screens played a significant role in various simulations and virtual reality systems. To fulfill the demand of these systems, two software tools are developed. The first tool is a Terrain Editor that creates and manipulates large terrains. The second is a Multi-Display Viewer that displays the created terrains on multiple screens. Since the...
Voxel transformation: scalable scene geometry discretization for global illumination
Yalciner, Bora; Sahillioğlu, Yusuf (Springer Science and Business Media LLC, 2020-10-01)
In real-time computer graphics, efficient discretization of scenes is required in order to accelerate graphics related algorithms such as realistic rendering with indirect illumination and visibility checking. Sparse voxel octree (SVO) is a popular data structure for such a discretization task. Populating an SVO with data is challenging when dynamic object count is high, especially when data per spatial location is large. Problem of populating such trees is adressed with our Voxel Transformation method, whe...
Visibility grid method for efficient crowd rendering wirh shadows
Koçdemir, Şahin Serdar; İşler, Veysi; Department of Modeling and Simulation (2012)
Virtual crowd rendering have been used in film industry with offine rendering methods for a long time. But its existence in interactive real-time applications such as video games is not so common due to the limited rendering power of current graphics hardware. This thesis describes a novel method to improve shadow mapping performance of a crowded scene by taking into account the screen space visibility of the casted shadow of a crowd instance when rendering the shadow maps. A grid-based visibility mask crea...
Ates, Tugrul K.; Alatan, Abdullah Aydın (2011-05-18)
Generating in-between images from multiple views of a scene is a crucial task for both computer vision and computer graphics fields. Photorealistic rendering, 3DTV and robot navigation are some of many applications which benefit from arbitrary view synthesis, if it is achieved in real-time. GPUs excel in achieving high computation power by processing arrays of data in parallel, which make them ideal for real-time computer vision applications. This paper proposes an arbitrary view rendering algorithm by usin...
Intra prediction with 3-tap filters for lossless and lossy video coding
Ranjbar Alvar, Saeed; Kamışlı, Fatih; Department of Electrical and Electronics Engineering (2016)
Video coders are primarily designed for lossy compression. The basic steps in modern lossy video compression are block-based spatial or temporal prediction, transformation of the prediction error block, quantization of the transform coefficients and entropy coding of the quantized coefficients together with other side information. In some cases, this lossy coding architecture may not be efficient for compression. For example, when lossless video compression is desirable, the transform and quantization steps...
Citation Formats
G. Yıldırım Kalkan, “Efficient rendering of complex scenes on heterogeneous parallel architectures,” Ph.D. - Doctoral Program, Middle East Technical University, 2014.