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Resumen The media industry is demanding high fidelity images for their 3D synthesis projects. Rendering is the process by means of which a 2D image can be obtained from the abstract definition of a 3D scene. Despite the development of new techniques and algorithms, this process is computationally intensive and requires a lot of time to be done, specially when the source scene is complex or when photo-realistic images are required. This paper describes Yafrid (standing for Yeah! A Free Render grID) and MagArRO (Multi Agent AppRoach to Rendering Optimization) architectures developed in the University of Castilla-La Mancha for distributed rendering optimization.
Applied Artificial Intelligence, 2010
Rendering is the process of generating a 2D image from the abstract description of a 3D scene. In spite of the development of new techniques and algorithms, the computational requirements of photorealistic rendering are huge so that it is not possible to render them in real time. In addition, the adequate configuration of rendering quality parameters is very difficult to be done by inexpert users, and they are usually set higher than in fact are needed. This article presents an architecture called MAgArRO to optimize the rendering process in a distributed, noncentralized way through a multiagent solution, by making use of expert knowledge or previous jobs to reduce the final rendering. Experimental results prove that this novel approach offers a promising research line to optimize the rendering of photorealistic images.
2007
Physically based rendering is the process of generating a 2D image from the abstract description of a 3D Scene. Despite the development of various new techniques and algorithms, the computational requirements of generating photorealistic images still do not allow to render in real time. Moreover, the configuration of good render quality parameters is very difficult and often too complex to be done by non-expert users. This paper describes a novel approach called MAga-rRO (standing for "Multi-Agent AppRoach to Rendering Optimization") which utilizes principles and techniques known from the field of multi-agent systems to optimize the rendering process. Experimental results are presented which show the benefits of MAgarRO -based rendering optimization.
2007
Physically based rendering is the process of generating a 2D image from the abstract description of a 3D Scene. Despite the development of various new techniques and algorithms, the computational requirements of generating photorealistic images still do not allow to render in real time. Moreover, the configuration of good render quality parameters is very difficult and often too complex to be done by non-expert users. This paper describes a novel approach called MAgarRO (standing for “Multi-Agent AppRoach to Rendering Optimization”) which utilizes principles and techniques known from the field of multi-agent systems to optimize the rendering process. Experimental results are presented which show the benefits of MAgarRO-based rendering optimization.
Proceedings of the Fourth Mexican International Conference on Computer Science, 2003. ENC 2003.
In this work, we propose a 3D rendering system that distributes rendering tasks across a multi-agent platform. The new approach is based on a multi-agent platform, where the goal is to create a virtual 3D environment. The main task is the rendering of individual objects. Each 3D object must be rendered in a remote unit; the resulting rendering is sent through the network to a 3D visualization process which generates the visualization of the whole 3D environment. The object movement and remote communication requirements have been implemented using a multi-agent system platform. The distributed system is implemented in Windows O.S., using DirectX graphical libraries and JAVA programming. The multi-agent platform used is JADE. The computer connection is a LAN at 100 MBS in a star topology.
International Journal of Computer Theory and Engineering, 2014
The growing demand for 3D simulation techniques in various application domains leads to more and more specialized tools and complex frameworks. Between homogeneous or inhomogeneous clients, data has to be distributed and synchronized in centralized or decentralized setups. Hardware/Software-in-the-Loop and Co-Simulation are common tasks in virtual prototyping. Load balancing and parallelization is necessary for computationally intensive simulations. Spatially distributed developers and designers collaborate in networked virtual environments. All these different applications impose different requirements on the data distribution and synchronization mechanism. In this paper, we categorize distribution scenarios, their requirements and according synchronization techniques. Four different approaches with different key aspects are presented and compared by means of a reference implementation and several application examples. This overview shall enable the reader to choose the approach best suited for his particular distribution problem.
Lecture Notes in Computer Science, 2002
This paper present aspects of architecture of a cluster of workstations developed using ATM and FastEthernet technology and some of the basic principles of distributed memory programming, based on message-passing. The team used an application called Parallel POV-Ray rendering engine to show the viability of the "PoliCluster". This paper will describe the performance improvement that the Cluster architecture brought to this particular application. A significant role in choosing this particular application as an example was the natural parallelism of the rendering engine.
1999
Distributed Open Inventor is an extension to the popular Open Inventor toolkit for interactive 3D graphics. The toolkit is extended with the concept of a distributed shared scene graph, similar to distributed shared memory. From the application programmer's perspective, multiple workstations share a common scene graph. The proposed system introduces a convenient mechanism for writing distributed graphical applications based on a popular tool in an almost transparent manner. Local variations in the scene graph allow for a wide range of possible applications, and local low latency interaction mechanisms called input streams enable high performance while saving the programmer from network peculiarities.
2000
The PGPGrid project aims to apply Grid technologies to the production of computergenerated animation. This involves undertaking the compute-intensive processes of modelling and rendering by employing Grids in a Virtual Organisation setting. The project will attempt to implement a Wide-Area Rendering Environment (WARE) that will allow the exploitation of remote rendering farms. This involves the design and implementation of a Remote Rendering System (RRS) based on Java and Web Services. This paper presents the high level designs of the WARE and RRS and the experience gained from the implementation of a prototype based on these designs.
2008
The available rendering performance increases constantly, primarily by new hardware in the form of faster GPUs. Additionally, we also see increasingly more powerful many-core processors that have enabled more flexible and continuously faster software-based graphics-such as real-time ray tracing. Despite this tremendous hardware progress in rendering power, there are and will always be applications that require distributed configurations for rendering and display. In this paper we present URay, consisting of an X3D-based scene graph system that supports different rendering modules (e.g., rasterization, and ray tracing) and combine it with NMM, a system for distributed multimedia processing and streaming. Together, URay supports all of the above scenarios. URay is highly modular and flexible, and can easily be reconfigured-even at runtime-to meet the changing demands of the application. Even better, we demonstrate that this great flexibility of URay even comes at a negligible cost over specialized and highly-optimized implementations. URay will be made available as Open Source.
Lecture Notes in Computer Science, 2004
2017
This article discusses the aspect of visualization appliance by the usage of distributed computing systems. It describes possible practical scope for several visualization technologies on the basis of an example for the construction such an application exploiting modern technologies and ready-made solutions. An extra attention is paid to the selection of software packages and to the provisioning of a final result to the end user taking in mind the issue of unusual computer graphics output approaches. In the light of these questions this study is carrying out an analysis of implementation’s hardware and software features.
Rendering of an animated scene is considered to be one of the most important steps in 3D animation construction. Rendering basically converts 3D geometric models into graphic images. In 3D animation training courses, rendering complex 3D models is a very time consuming task since thousands of frames are needed to create an animation. It is considered one of the major limitations for creating professional 3D animation. This paper presents the use of grid computing for 3D rendering. It can reduce the rendering time and still maintain the quality of the final animation. Software and system architecture solutions are proposed and developed. A graphical user interface (GUI) plug-in and web portal were developed in order to access grid computing facilities. Animators are able to render highly complex 3D models in order to create their animation sequences by using high performance grid computer technologies, monitor rendered scenes, and download the finished images from the server to their...
2015
The PGPGrid project aims to apply Grid technologies to the production of computer-generated animation. This involves undertaking the compute-intensive processes of modelling and rendering by employing Grids in a Virtual Organisation setting. The project will attempt to implement a Wide-Area Rendering Environment (WARE) that will allow the exploitation of remote rendering farms. This involves the design and implementation of a Remote Rendering System (RRS) based on Java and Web Services. This paper presents the high level designs of the WARE and RRS and the experience gained from the implementation of a prototype based on these designs.
The process of digitalization of cultural and historical heritage often requires methods which involve construction of three-dimensional (3D) computer models and their rendering onto computer displays. Algorithms which are used for this purpose demand intense computations. This makes them time-consuming, even with the computing power available on contemporary computers. One of possible solutions for this problem is to distribute computations over multiple computer systems. For the purpose of distributed generation of video contents based on 3D scenes, we apply Autodesk Backburner and perform a comparative analysis of this method and traditional local rendering. We study characteristics of the local and distributed rendering processes in terms of computation times. We measure the influence of scene complexity, determined by the number of polygons, size of textures, and settings of the ray-tracing system, on the run-time of computations. Based on these experiments, we offer several co...
Lecture Notes in Computer Science, 2009
The available rendering performance on current computers increases constantly, primarily by employing parallel algorithms using the newest many-core hardware, as for example multi-core CPUs or GPUs. This development enables faster rasterization, as well as conspicuously faster software-based real-time ray tracing. Despite the tremendous progress in rendering power, there are and always will be applications in classical computer graphics and Virtual Reality, which require distributed configurations employing multiple machines for both rendering and display. In this paper we address this problem and use NMM, a distributed multimedia middleware, to build a powerful and flexible rendering framework. Our framework is highly modular, and can be easily reconfigured-even at runtime-to meet the changing demands of applications built on top of it. We show that the flexibility of our approach comes at a negligible cost in comparison to a specialized and highly-optimized implementation of distributed rendering.
Abstract: The broad availability of large datasets for decision-making, as well as current technological trends in large-area projection systems and intelligent interaction devices pose new challenges for designing Virtual Environments (VEs) for decision-making processes. This paper addresses three main challenges for modern VEs in the context of decision-making: the render organisation for large-scale projection systems, the scene navigation by a group of concurrent users, and the in-place modification of rendered datasets by concurrent users. Distributed Rendering, Collaborative User Navigation and Collaborative Scene Manipulation are my proposed approaches for extending VEs to work in modern decision-making setups.
2013
This paper addresses the problem of real time 3D modeling from images with multiple cameras. Environments where multiple cameras and PCs are present are becoming usual, mainly due to new camera technologies and high computing power of modern PCs. However most applications in computer vision are based on a single, or few PCs for computations and do not scale. Our motivation in this paper is therefore to propose a distributed framework which allows to compute precise 3D models in real time with a variable number of cameras, this through an optimal use of the several PCs which are generally present. We focus in this paper on silhouette based modeling approaches and investigate how to efficiently partition the associated tasks over a set of PCs. Our contribution is a distribution scheme that applies to the different types of approaches in this field and allows for real time applications. Such a scheme relies on different accessible levels of parallelization, from individual task partiti...
International Journal of Interactive Multimedia and Artificial Intelligence, 2015
Nowadays, video games such as Massively Multiplayer Online Game (MMOG) have become cultural mediators. Mobile games contribute to a large number of downloads and potential benefits in the applications market. Although processing power of mobile devices increases the bandwidth transmission, a poor network connectivity may bottleneck Gaming as a Service (GaaS). In order to enhance performance in digital ecosystem, processing tasks are distributed among thin client devices and robust servers. This research is based on the method 'divide and rule', that is, volumetric surfaces are subdivided using a tree-KD of sequence of scenes in a game, so reducing the surface into small sets of points. Reconstruction efficiency is improved, because the search of data is performed in local and small regions. Processes are modeled through a finite set of states that are built using Hidden Markov Models with domains configured by heuristics. Six test that control the states of each heuristic, including the number of intervals are carried out to validate the proposed model. This validation concludes that the proposed model optimizes response frames per second, in a sequence of interactions.
GCA 2007 - Proceedings of the 3rd International Workshop on Grid Computing and Applications, 2007
Rendering of images is a very compute intensive task. Thus, it was chosen as one of the prospective commercial market that could leverage on grid/cluster technology. This paper reports on the development and deployment of grid rendering service across a heterogeneous grid environment. It covers the entire process from the submission of the jobs to management and rendering of the model. The prototype was successfully deployed and the results show the feasibility as well as the advantage of using the Grid in rendering animation.
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