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Contemporary Topics in Computer Graphics and Games

Selected Papers from the Eurasia Graphics Conference Series

Edited By Veysi İşler, Haşmet Gürçay, Hasan Kemal Süher and Güven Çatak

This book provides an introduction and overview of the rapidly evolving topics of computer graphics and games, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings. Bringing selected papers from the Eurasia Graphics conference series together, the book aims to discuss issues, solutions, challenges, and needs for a better understanding of computer graphics and games.

The Games and Simulation section of this book covers the topics of game user experience, game narrative, playability heuristics, human computer interaction and various computer simulations. The Computer Graphics section deals with 3D modelling, procedural content generation, visualization, and interaction techniques.

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20. Bottlenecks in Distributed Real-Time Visualization of Huge Data on Heterogeneous Systems

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20.   Bottlenecks in Distributed Real-Time Visualization of Huge Data on Heterogeneous Systems

Gokce Yıldırım Kalkan

Simsoft Bilg. Tekn. Ltd. Sti. Ankara, Turkey gokce@simsoft.com.tr

Veysi İşler

Dept. of Computer Engineering Middle East Technical University, Ankara, Turkey isler@ceng.metu.edu.tr

Abstract—In computer graphics, generating high-quality im-ages at high frame rates for rendering complex scenes from huge data is a challenging task. A practical solution to tackling this problem is distributing the rendering load among heterogeneous computers or graphical processing units. In this article, we investigate the bottlenecks in a single processing unit or the connection between the several processing units that need to be overcome in such approaches. We provide simulation results for these bottlenecks and outline guidelines that can be useful for other researchers working on distributed real-time visualization of huge data.

Keywords – visualization; heterogeneous systems; bottlenecks

I. Introduction

Rendering high-resolution and large-data involving com-plex objects in real-time applications such as training simu-lators is an extant challenge in Computer Graphics. Despite the advances in graphics hardware, because of the memory constraints and bandwidth bottlenecks, visualization of huge data is very difficult or impossible on a single graphics system. At this point, scalability of graphics systems and so parallel rendering on distributed systems plays an important role for improving the performance of computer graphics software. In other words, the rendering workload should be distributed among many processing units that are connected either...

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