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2007, GCA 2007 - Proceedings of the 3rd International Workshop on Grid Computing and Applications
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.
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...
2008
This paper presents an experiment on how to implement a Grid-based High Performance Computing solution using existing resources typically available in a teaching or research laboratory. A cost-effective solution is proposed based on open source software components, and, where appropriate, our own software solutions, for large scientific applications in the public sector such as universities and research institutes. In such institutions, classical solutions for HPC are often not affordable, yet they usually have at their disposal a large number of machines that can be utilised. The Department of Informatics at University of Sussex, for example, has just installed 150 new Core2 Duo machines across 3 laboratories. By scaling this number up across the whole University, it can result a large potential computing resource for utilization. Typical processor usage rates are often somewhere between 10% and 20% (i.e. user-generated processes) for most machines. This paper proposes a solution that exploits the remaining 80% to 90% processor power through consumption of available computer idle time without disturbing current users. To achieve this goal, the open source Condor High Throughput Computing software was selected and implemented as a desktop Grid computing solution. This paper presents our experiences in finding a solution so that other institutions can develop similar Grid solutions for their own large scientific experiments, taking advantage of their existing resources. The implementation of our solution is analyzed in the context of building a render farm.
International Journal of Advanced Computer Science and Applications, 2013
This paper discusses the deployment of existing render farm manager in a typical compute cluster environment such as a university. Usually, both a render farm and a compute cluster use different queue managers and assume total control over the physical resources. But, taking out the physical resources from an existing compute cluster in a university-like environment whose primary use of the cluster is to run numerical simulations may not be possible. It can potentially reduce the overall resource utilization in a situation where compute tasks are more than rendering tasks. Moreover, it can increase the system administration cost. In this paper, a framework has been proposed that creates a dynamic distributed rendering environment on top of the compute clusters using existing render farm managers without requiring the physical separation of the resources.
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.
Lecture Notes in Computer Science, 2004
The purpose of this work is to present a MPI based 3D implementation of POV ray, a powerful public domain ray tracing engine. The major problem in ray tracing is the large amount of CPU time needed for the elaboration of the image. With this parallel version it is possible to reduce the computation time or to render, with the same elaboration time, more complex or detailed images. With increasing needs of market there is a high demand for High-end Computing systems. One of the major drawbacks of these High performance systems is their enormous cost. Moreover such systems are not scalable and therefore not suitable for the ever-growing computing needs. The requirement is of a Low cost, Scalable and a high performance system. In such a scenario, Cluster technology aptly fits in. A Linux cluster is a high performance low cost parallel engine capable of delivering on big scientific and engineering problems. It is basically a loosely coupled network of Linux servers functioning as a single parallel machine. The basic philosophy being able to harness the computational power of many as such low performing machines when used together. Clusters have been found to give the performance of a super-computer at a fraction of the cost.
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.
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.
IEEE Computer Graphics and Applications, 2000
W ith high-fidelity rendering at interactive rates, high-quality imagery could become a regular tool in many visualization applications, including special effects, product appearance, building design, and virtual archaeology. Such a tool is essential for providing good feedback to users for steering any visualization toward a better solution. When rendering computer-generated imagery, especially in areas such as product visualizations, films, or architectural walk-throughs, animators should be able to adjust lighting conditions and object properties in scenes for the best visual appeal. However, such interactive rendering requires much computational power and thus usually employs dedicated parallel resources, often called render farms. Render farms are expensive, limiting the number of users who can access such rendering. In addition, few implementations for high-fidelity interactive rendering exist, even on these dedicated machines. 1,2 (For more on highfidelity rendering, see the related sidebar.) We've developed a method for achieving interactive high-fidelity rendering on nondedicated machines such as desktop grids, without the expensive requirements of a dedicated render farm. Architects or archaeologists could use our system to visualize buildings under different lighting conditions. For product designers, it could provide a preview tool for testing different object materi-als. Animators could use it to have a quick look at characters in a fully rendered environment before submitting the final frames to a render farm. With an offline rendering environment, users might not be able to try out all the different settings because the process is time-consuming. Instead, they could use our system without any additional expense by just connecting all the available machines into a desktop grid.
2005
Grids are typically used for solving large-scale resource and computing intensive problems in science, engineering, and commerce as they seem to be cost-effective for industrial users. In order to be able to meet this requirement the software modules developed should be designed to meet the requisites for commercial business processes on the grid. In this paper we present a module for predicting computational workload of jobs assigned for execution on commercially exploited grid infrastructures. The module aims to identify the complexity of a given job and predict the workload that it is going to stress on the grid infrastructure. The prediction is achieved with the use of a trained artificial neural network, which has been implemented, with the use of the open source software package Joone. The approach has been implemented and validated within the framework of GRIA IST project for a specific industrial based application namely, 3D image rendering. The evaluation of the approach showed very promising results not only for the adoption of an open source package in a commercial application but also concerning the accuracy of the prediction and the benefit that it can provide in grids for business.
2005
This paper describes an e-Commerce system which adds the possibility of creating 3D realistic virtual environments. As component of the system, a Grid rendering service has been developed in order to provide the render engine to the e-Commerce application. The service has been designed in a generic way, so it can be used for any application with special quality requirements in the image generation process. A parallel version of the hierarchical radiosity algorithm has been developed inside the rendering service in order to obtain 3D navigable scenes in a short period of time.
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 movies like the “Avathar” are a good example of the stunning visual effects that the animation could bring into a movie. The 3D wireframe models are converted to 3D photorealistic images using a process called the rendering. This rendering process is offered as a service in the cloud, where the animation files to be rendered are split into frames and rendered in the cloud resources and are popularly known as Rendering-as-a-Service (RaaS). As this is gaining high popularity among the animators community, this work intends to enable the animators to: (a) Gain basic knowledge about Rendering-as-a-Service (RaaS). (b) Understand the variety in the RaaS service models through the taxonomy (c) Explore, compare and classify the RaaS services quickly using the tree-structured taxonomy of services. In this paper, the various characteristics of the RaaS services are organized in the form of a tree to enable quick classification and comparison of the RaaS services. To enhance the understandability, three popular RaaS services have been classified and verified according to the proposed tree-structured taxonomy.
Proceedings of the ACM/IEEE SC2004 Conference, 2004
This paper presents a distributed, collaborative grid enabled visualization environment that supports automated resource discovery across heterogeneous machines. Our Resource-Aware Visualization Environment (RAVE) runs as a background process using Grid/Web services, enabling us to share resources with other users rather than commandeering an entire machine. RAVE supports a wide range of machines, from hand-held PDAs to high-end servers with large-scale stereo, tracked displays. The local display device may render all, some or none of the data set remotely, depending on its available resources. This enables scientists and engineers to collaborate from their desks, in the field or in front of specialised immersive displays. We present initial results of our implementation, showing how we distribute complete datasets across multiple machines as required, using a central data service to distribute data updates from collaborating users. We will demonstrate RAVE at SC2004, utilising available heterogeneous resources.
Cloud computing is gaining popularity in the 3D Animation industry for rendering the 3D images. Rendering is an inevitable task in creating the 3d animated scenes. It is a process where the scene files to be animated is read and converted into 3D photorealistic images automatically. Since it is a computationally intensive task, this process consumes the majority of the time taken for 3D images production. As the scene files could be processed in parallel, clusters of computers called render farms can be used to speed up the rendering process. The advantage of using Cloud based render farms is that it is scalable and can be availed on demand. One of the important challenges faced by the 3D studios is the comparison and selection of the cloud based render farm service provider who could satisfy their functional and the non functional Quality of Service (QoS) requirements. In this paper we propose, a frame work for Cloud Service Broker (CSB) responsible for the selection and provision of the cloud based render farm. The Cloud Service Broker matches the functional and the non functional Quality of Service requirements (QoS) of the user with the service offerings of the render farm service providers and helps the user in selecting the right service provider using an aggregate utility function. The CSB also facilitates the process of Service Level Agreement (SLA) negotiation and monitoring by the third party monitoring services.
2006
The Scalable Adaptive Graphics Environment (SAGE) is specialized middleware for enabling data, high-definition video and extremely high-resolution graphics to be streamed in real-time from remotely distributed rendering and storage clusters to scalable display walls over ultrahigh-speed networks. In this paper, we present the SAGE architecture, focusing on its dynamic graphics streaming capability. In the SAGE framework, multiple visualization applications can be streamed to large tiled displays and viewed at the same time. The application windows can be moved, resized and overlapped like any standard desktop window manager. Every window movement or resize operation requires dynamic and non-trivial reconfiguration of the involved graphics streams. This approach has been successfully shown to scale to support streaming on the LambdaVision 100 Megapixel display wall. SAGE is now being extended to support distance collaboration with multiple endpoints by streaming visualization to all the participants.
2015
Systems now days are requiring huge database and massive power of computation. This cannot be gained using the available computation technology or computers. Execution time and large data processing are problems which are usually encountered in highly demanded applications such as multimedia processing. Grid computing technology offers a possible solution for computational intensive applications. Canny edge detection algorithm is known as the optimum algorithm for edge detection that performs edge detection in five different and computationally extensive stages, which consume large processing time. In this work, grid computing is used to perform Canny edge detection as an application of grid computing in multimedia processing. Univa grid engine is used the middleware for the proposed grid system. It is demonstrated here that the proposed grid based solution that integrates grid computing technology into Canny edge detection reduces the processing time while preserving the expected p...
— Hollywood movies like the ―Flight‖, ―Star Trek: Into Darkness‖ showcase the magical photorealistic effects produced using the 3D animation techniques. In the 3D studios the animation scene files undergo a process called as rendering, where the 3D wire frame models are converted into 3D photorealistic images. As the rendering process is both a computationally intensive and a time consuming task, the cloud based rendering in cloud render farms is gaining popularity among the animators. The advantages of using the cloud based render farms are that it enables the on demand scalability of the render nodes on the Pay-as-you-go model. The animators could choose from either an IaaS cloud service that provides only the render nodes or a PaaS Render farm service that provides the complete rendering environment which includes the render nodes, software licensing, render job management software etc. Though cloud renderfarm services are beneficial, the animators and 3D studios hesitate to move from their traditional offline renderfarms to cloud renderfarms as they lack the knowledge, expertise in using the cloud technology for rendering. They also lack the time to compare the render farm service providers based on the Quality of Service offered by them, negotiate the QoS and monitor whether the agreed upon QoS is actually offered by the renderfarm service providers. In this paper we propose a Cloud Service Broker (CSB) framework called the RenderSelect that helps in the dynamic selection, negotiation and monitoring of the cloud based render farm services. The method of selecting the render farm services based on the Service Measurement Index (SMI) suggested by the CSMIC (Cloud Service Measurement Index Consortium) and ranking the services using the AHP Multi Criteria Decision Making (MCDM) Method is illustrated in detail with an example.
2004
Grid Computing clusters a wide variety of geographically distributed resources. As a result it can be considered as a promising platform for solving large scale intensive problems. For this reason, it can be considered as one of the hottest issues in the computer society. A computational intensive application which can be gained from such a Grid infrastructure is rendering, a process dealing with creating realistic computer-generated image and with many applications ranging from simulation to design and entertainment. To implement, however, a rendering process in a Grid infrastructure is to perform prediction of its computational complexity. This is addressed, in this paper, by using several neural network modules, each of which is appropriate for a given rendering process. For this reason, initially, a feature vector is constructed to describe with high efficiency the parameters affected the complexity of a rendering algorithm. The feature vector is estimated by parsing a file on a RIB format. Then, prediction is performed using a neural network model. Prediction of three types of rendering algorithms is examined; the Ray Tracing, the Radiosity and the Monte Carlo irradiance analysis.
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