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3.2 Distributed Rendering

Because rendering has many opportunities for exploiting parallelism, considerable work has been done distributing rendering across a network of computers for better performance. Typically the rendering algorithms used are based on radiosity or ray tracing [8] and suited to general purpose processors instead of accelerated 3D graphics hardware. OpenGL was the rendering interface used by DECS/OpenGL [5], but the prototype was to demonstrate generic distributed computing with OpenGL rendering as a vehicle, not to build a production OpenGL implementation suitable for use as a render service.

In contrast to GLR's approach of exporting a network-extensible service for accessing and amortizing the cost of high-performance 3D graphics hardware, distributed rendering creates such a rendering resource from a network of general purpose processors. While distributed rendering may be suited for relatively slow-to-render and computationally expensive scenes generated using raytracing and radiosity techniques, GLR will likely offer superior performance when interactive rendering techniques suffice.



next up previous
Next: 3.3 Render Service Transport Up: 3 Related Work Previous: 3.1 Adobe's Display PostScript



Mark Kilgard
Fri Jan 5 18:13:30 PST 1996