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Computing Architectures for Virtual Reality

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Computing Architectures for Virtual Reality - 2 /36. Introduction. VR requires: ... Wildcat III 6210 / Wildcat II 5110. Graphics pipelines ... – PowerPoint PPT presentation

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Title: Computing Architectures for Virtual Reality


1
Computing Architectures for Virtual Reality
  • Multiprocessor Servers / Graphic Supercomputers
    vs. PC Clusters Architecture

2
Introduction
  • VR requires
  • fast graphics and haptics refresh rates? graphic
    pipelines
  • low latencies? interactivity

3
Graphics Rendering Pipeline
  • Three functional stages
  • Application stage (SW)
  • Geometry stage (HW)
  • Rasterizer stage (HW)

4
Computing Architectures (1)
  • Single Host Multiprocessor Server
  • Massively parallel architecture
  • Multiprocessor?interprocessor communication?shar
    ed memory pool
  • Multipipe graphics?parallel rendering?bus based
    fast communication

5
Computing Architectures (2)
  • Distributed Cluster
  • off-the-shelf hardware
  • interconnecting network
  • scalable

6
Distributed VR system architecture problems
  • No shared memory pool? low latency network
  • Independent graphic accelerator cards? video
    signal synchronization
  • If tiled image rendering? composition

7
Single Host Multiprocessor Multipipe Servers
  • SGI InfiniteReality
  • massively parallel architecture
  • bus-based broadcast communication to distribute
    primitives
  • Graphics subsystem
  • Geometry engine,
  • Raster Manager,
  • Display generator

8
SGI InfiniteReality (1)
9
SGI InfiniteReality (2)
10
SGI Performer (1)
  • High performance 3D rendering toolkit
  • Use of multiple CPUs,
  • Use of multiple graphics pipelines

11
SGI Performer (2) - Multiprocessing
  • Each stage of the graphics pipeline process can
    then run as a separate process on a separate CPU
  • APP
  • CULL
  • DRAW

12
SGI Performer (3) - Multichannels
  • Each rendering pipelinecan render
    multiplechannels multiple video outputs

13
SGI Performer (4) - Multipipes
  • Multiple displays
  • synchronized with genlock

14
SGI Performer (5) - Hyperpipe
  • Temporal Decomposition
  • To use with DPLEX ring or chain

15
SGI Performer (5) - Frame Synchronization
  • pfSync synchronizes the graphics pipeline to the
    frame rate
  • DRAW time overruns is specified by the phase
    control? scene management LOD, culling,

16
PC Cluster Architecture (1)
  • Each node must have access to the same entire
    data set
  • real time visualization and interactivity ?
    network latency
  • the seamless, synchronized graphic display (image
    reassembly)

17
PC Cluster Architecture (2)
  • 3 levels of synchronization
  • video signal synchronization? genlock
  • dynamic data synchronization? network
  • frame completion synchronization? swapbuffers
    barrier

18
PC Cluster Architecture (3)
  • Display szenarios

19
PC Cluster Architecture (4)
  • 3DLabs

20
PC Cluster Architecture - Networks (1)
  • Hardware Solutions
  • Giga Ethernet (1 Gigabit/s, half duplex)
  • Myrinet (2 2 Gigabit/s full duplex)
  • ServerNet II (Compaq), ...
  • Software Interfaces
  • TCP / IP
  • PVM, MPI, ...

21
PC Cluster Architecture - Networks (2)
  • Myrinet
  • massively parallel processors (MPP) communication
    technology? specialized communication channels,
    cut-through switches, host interfaces? "OS
    bypass" for low-latency communication

22
PC Cluster Architecture - Synchronization (1)
  • The following is required to provide a seamless
    image
  • each channel must render the same data
  • pixel rates must be identical
  • the displays must start new images at the same
    time
  • swapping of their buffers during the same
    blanking period

23
PC Cluster Architecture - Synchronization (2)
  • Video Signal Synchronization
  • Genlockpixel level synchronization is ensured
    by all graphic pipelines via an (external) sync
    signal? most precise way
  • Framelocksynchronizes once per frame at the end
    of the blanking period

24
PC Cluster Architecture - Synchronization (3)
  • Dynamic Data Synchronization
  • 2 types of changing data
  • control information direction of view
  • changing / dynamic data set information model
    movement
  • 3 approaches for distribution
  • distribute stimuli
  • calculate resulting data centrally and distribute
  • calculate end graphics data centrally and
    distribute

25
PC Cluster Architecture - Synchronization (4)
  • Frame Completion Synchronization nodes have to
    wait until are ready to swap buffers? swap
    barrier synchronization
  • Multiview

26
PC Cluster Architecture - Synchronization (5)
  • Net Juggler and SoftGenLock
  • based on an input event level parallelization?
    No highbandwidth network necessary
  • Synchronization
  • Real time Linux
  • Fast sync network PAPERS (Parallel Port - 4µs )

27
PC Cluster Architecture - Composition (1)
  • Display Reassembly in Hardware
  • Lightning-2
  • connects to graphic accelerators via DVI
  • any pixel data generated from any node to be
    dynamically mapped to any location on any display
  • Sepia 2
  • reads back the framebuffer and distributes it
    over a fast network (ServerNet II)

28
PC Cluster Architecture - Composition (2)
  • Lightning-2
  • Pixel Mapping? strip header
  • Frame transfer protocol? RS232 back connect for
    sync
  • Image composition
  • Tiled images
  • Colour keying
  • Depth compositing

29
PC Cluster Architecture - Composition (3)
  • Lightning-2 Architecture

30
Single Multipipe Graphics Accelerator (1)
  • Wildcat III 6210 / Wildcat II 5110

Graphics pipelines
31
Single Multipipe Graphics Accelerator (2)
32
Single Multipipe Graphics Accelerator (3)
  • ParaScale Architecture

33
Commercial Cluster Solutions
  • SGI Graphics Cluster
  • ImageSync
  • DataSync

34
Commercial Cluster Solutions
  • Evans Sutherland SimFUSION

Princeton display wall eight 4-way Pentium-Pro
SMPs with ES graphics accelerators. They drive
8 Proxima 9200 LCD projectors. (1998)
35
Commercial Cluster Solutions
  • AEC ArsBox
  • nodes via Parallelport synchronized
  • Redhat 7.1
  • SGI Performer
  • 100Mbit Ethernet

36
Conclusion
  • Graphic Supercomputers
  • Massively parallel structure
  • Expensive
  • Established
  • PC clusters
  • Off-the-shelf hardware
  • Distributed ? synchronization
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