AngelCG42山东university软件学院图形学教材.ppt

AngelCG42山东university软件学院图形学教材.ppt

  1. 1、本文档共32页,可阅读全部内容。
  2. 2、有哪些信誉好的足球投注网站(book118)网站文档一经付费(服务费),不意味着购买了该文档的版权,仅供个人/单位学习、研究之用,不得用于商业用途,未经授权,严禁复制、发行、汇编、翻译或者网络传播等,侵权必究。
  3. 3、本站所有内容均由合作方或网友上传,本站不对文档的完整性、权威性及其观点立场正确性做任何保证或承诺!文档内容仅供研究参考,付费前请自行鉴别。如您付费,意味着您自己接受本站规则且自行承担风险,本站不退款、不进行额外附加服务;查看《如何避免下载的几个坑》。如果您已付费下载过本站文档,您可以点击 这里二次下载
  4. 4、如文档侵犯商业秘密、侵犯著作权、侵犯人身权等,请点击“版权申诉”(推荐),也可以打举报电话:400-050-0827(电话支持时间:9:00-18:30)。
查看更多
AngelCG42山东university软件学院图形学教材

Angel: Interactive Computer Graphics 4E ? Addison-Wesley 2005 Parallel Rendering Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts Director, Arts Technology Center University of New Mexico Introduction In many situations, a standard rendering pipeline might not be sufficient Need higher resolution display More primitives than one pipeline can handle Want to use commodity components to build a system that can render in parallel Use standard network to connect Power Walls Where do we display large data sets? CRTs have low resolution (1 Mpixel) LCD panels improving but still expensive Need resolution comparable to data set to see detail CT/MRI/MEG Ocean data Solution? Multiple projectors Commodity High-end See IEECE CG A (July) Tiled Display CS Power Wall 6 dual processor Intellestations G Force 3 Graphics cards 6 commodity projectors (1024 x 768) Gigabit ethernet Back projected screen Shared facility with scalable system group Investigate OS and network issues CS Power Wall CS Power Wall Power Wall Inexpensive solution but there are some problems Color matching Vignetting Alignment Overlap areas Synching Dark field Graphics Architectures Pipeline Architecture SGI Geometry Engine Geometry passes through pipeline Hardware for clipping transformations texture mapping Building Blocks Graphics processors consist of geometric blocks and rasterizers Geometric units: transformations, clipping, lighting Rasterization: scan conversion, shading Parallelize by using mutiple blocks Where to do depth check? Sorting Paradigm We can categorize different ways of interconnecting blocks using a sorting paradigm: each projector is responsible for one area of the screen. Hence, we must sort the primitives and assign them to the proper projector Algorithms can be categorized by where this sorting occurs Three Rendering Methods Sort First Each rasterization unit assigned to an area of the screen Each geometric unit coupled to its own rasterize

文档评论(0)

shaoye348 + 关注
实名认证
内容提供者

该用户很懒,什么也没介绍

1亿VIP精品文档

相关文档