Figure 3: Left: Objects explosion scene (36 f ps, with
876,267 primitives); Right: City model scene (20 f ps, with
1,485,218 primitives).
0
5
10
15
20
25
30
35
40
4 Computing
Nodes
8 Computing
Nodes
16 Computing
Nodes
Frames Per Second
Min FPS
Avg FPS
Max FPS
Figure 4: FPS Comparison of our experimental scene with
4, 8, and 16 computing nodes.
Figure 5: Two frames(partial) at the same rendering time
with(left) and without(right) scene data synchronization
strategy.
6 CONCLUSIONS
We designed and implemented a cluster-based sort-
first parallel rendering system which is capable of ren-
dering large dynamic scenes with massive data. We
focus on scene data synchronization strategy based
on the weak consistency technique. To improve the
overall performance of the cluster-based parallel ren-
dering system, we proposed a set of algorithms to ac-
quire scene data synchronization in the rendering of
dynamic scenes with massive data. Experiments show
that our system has good scalability and the strategies
we proposed can effectively keep the scene data con-
sistency with interactive frame rate.
For future work we are interested in improving the
performance of the parallel rendering system by trans-
porting some of the scene data synchronization, scene
management and load balancing algorithms to GPU
Clusters. Future cluster-based parallel rendering sys-
tems should support both static scenes and dynamic
scenes, they should also be a hybrid of cluster parallel
and GPU parallel.
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