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The Parallel Rendering Based On PC-cluster And Its Virtual Rnvironment Of Input Data Distributing

Posted on:2010-01-13Degree:MasterType:Thesis
Country:ChinaCandidate:J YangFull Text:PDF
GTID:2178360275451790Subject:Computer software and theory
Abstract/Summary:PDF Full Text Request
The virtual reality technology was a technology universed with the highly developed computer technology. It was directed to the trend of immersion, intelligence and imagination. The virtual reality environment based on large scale of projection driven by PC-clusters, had emerged domestic, and was prevalently used in the field of simulation, education and entertainment. Although it was of multiple function and valuable performance, still, by the way of using the commonly scene graph API platform had some disadvantage respecting to the synchronous between the nodes and the communication of the device to the system.Last 90s, the CAVE automatic virtual reality environment that was driven based on the high end share memory workstation, was an immersive virtual environment. The pattern of share memory caused the problems of expensive in price, inconvience in scability and such like. While, by analyzing the architecture of the CAVE software, it can be seen that it is possible to extend it to the cluster.In other hand, the conventional category that was classified by the step the pipeline distrubuted the elements, the sort-first, sort-middle, and sort-last mode was relevated, and thus, inducing many systems as the instance of the theory. Among them, there were new mode that hybrid the sort-first's distributing define of graphic elements and the sort-last's combination of the pixel. WireGL modified the object of sort-first to the OpenGL commands and thus focused on the synchronous between the nodes in the level of commands. In order to explore the new software architecture, new category was classified in terms of scene management and scene drawing: the scene management step including the input of the device and its synchronous, that was the system's respondense to the input data and the define of the scene; while, scene drawing the pipeline's work after the scene defining. Thus, there were new architecture focused on the synchronous of communication between the command and the OS within the step of scene drawing, that was barely influenced by the modification of the input data. Therefore, by the discussion of standard of the classification of pipeline and the illustration of the new classification, the paper finally demonstrated the possibility of the combination of distribute input virtual environment and the mechanism of parallel rendering, by the instance of retain mode and the immediate mode.As the cluster extension of CAVE system's following open source project VR Juggler, Cluster Juggler mainly solved the problem of scene manage step, that was the synchronous issue from the device input to the scene define. OpenSceneGraph was the architecture of distributing scene defining under the cluster environment. Theirs combination was a promising and effective solution.During the experiment, firstly, the various component's name and function of the VR Juggler suites was illustrated, then the compile, install and setting of the VR Juggler software in the cluster with the Windows OS was demonstrated, followed by the illustration of methology of using API provided by VR Juggler and the developing process of the instance of scene navigation, and the XML configuration was given respectively, finally, the experiment resulted was presented.Based on the conclusion of the whole paper, the shortage was given as well as a brief prosperity of the future work.
Keywords/Search Tags:immersive virtual environment, parallel rendering, VR Juggler, Open Scene Graph
PDF Full Text Request
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