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<span id="openzim-page-title" class="mw-page-title-main"><span class="mw-page-title-main">Parallel rendering</span></span>
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<div id="mw-content-text" class="mw-body-content mw-content-ltr" lang="en" dir="ltr"><div class="mw-content-ltr mw-parser-output" lang="en" dir="ltr"><p><b>Parallel rendering</b> (or <b>distributed rendering</b>) is the application of <a href="Parallel_programming" class="mw-redirect" title="Parallel programming">parallel programming</a> to the computational domain of <a href="Computer_graphics" title="Computer graphics">computer graphics</a>. <a href="Rendering_(computer_graphics)" title="Rendering (computer graphics)">Rendering</a> graphics can require massive computational resources for complex scenes that arise in <a href="Scientific_visualization" title="Scientific visualization">scientific visualization</a>, <a href="Medical_visualization" class="mw-redirect" title="Medical visualization">medical visualization</a>, <a href="Computer-aided_design" title="Computer-aided design">CAD</a> applications, and <a href="Virtual_reality" title="Virtual reality">virtual reality</a>. Recent research has also suggested that parallel rendering can be applied to <a href="Mobile_gaming" class="mw-redirect" title="Mobile gaming">mobile gaming</a> to decrease power consumption and increase graphical fidelity.<sup id="cite_ref-1" class="reference"><a href="#cite_note-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> Rendering is an <a href="Embarrassingly_parallel" title="Embarrassingly parallel">embarrassingly parallel</a> workload in multiple domains (e.g., pixels, objects, frames) and thus has been the subject of much research.
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<div class="mw-heading mw-heading2"><h2 id="Workload_distribution">Workload distribution</h2></div>
<p>There are two, often competing, reasons for using parallel rendering. Performance scaling allows frames to be rendered more quickly while data scaling allows larger data sets to be visualized. Different methods of distributing the workload tend to favor one type of scaling over the other. There can also be other advantages and disadvantages such as <a href="Latency_(engineering)" title="Latency (engineering)">latency</a> and <a href="Load_balancing_(computing)" title="Load balancing (computing)">load balancing</a> issues. The three main options for primitives to distribute are entire frames, pixels, or objects (e.g. <a href="Triangle_mesh" title="Triangle mesh">triangle meshes</a>).
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<div class="mw-heading mw-heading3"><h3 id="Frame_distribution">Frame distribution</h3></div>
<p>Each processing unit can render an entire frame from a different point of view or moment in time. The frames rendered from different points of view can improve image quality with anti-aliasing or add effects like depth-of-field and <a href="Three-dimensional_display" class="mw-redirect" title="Three-dimensional display">three-dimensional display</a> output. This approach allows for good performance scaling but no data scaling.
</p><p>When rendering sequential frames in parallel there will be a lag for interactive sessions. The lag between user input and the action being displayed is proportional to the number of sequential frames being rendered in parallel.
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<div class="mw-heading mw-heading3"><h3 id="Pixel_distribution">Pixel distribution</h3></div>
<p>Sets of pixels in the screen space can be distributed among processing units in what is often referred to as sort first rendering.<sup id="cite_ref-2" class="reference"><a href="#cite_note-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup>
</p><p>Distributing interlaced lines of pixels gives good load balancing but makes data scaling impossible. Distributing contiguous 2D tiles of pixels allows for data scaling by culling data with the <a href="View_frustum" class="mw-redirect" title="View frustum">view frustum</a>. However, there is a data overhead from objects on frustum boundaries being replicated and data has to be loaded dynamically as the view point changes. Dynamic load balancing is also needed to maintain performance scaling.
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<div class="mw-heading mw-heading3"><h3 id="Object_distribution">Object distribution</h3></div>
<p>Distributing objects among processing units is often referred to as sort last rendering.<sup id="cite_ref-3" class="reference"><a href="#cite_note-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup> It provides good data scaling and can provide good performance scaling, but it requires the intermediate images from processing nodes to be <a href="Alpha_compositing" title="Alpha compositing">alpha composited</a> to create the final image. As the image resolution grows, the alpha compositing overhead also grows.
</p><p>A load balancing scheme is also needed to maintain performance regardless of the viewing conditions. This can be achieved by over partitioning the object space and assigning multiple pieces to each processing unit in a random fashion, however this increases the number of alpha compositing stages required to create the final image. Another option is to assign a contiguous block to each processing unit and update it dynamically, but this requires dynamic data loading.
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<div class="mw-heading mw-heading3"><h3 id="Hybrid_distribution">Hybrid distribution</h3></div>
<p>The different types of distributions can be combined in a number of fashions. A couple of sequential frames can be rendered in parallel while also rendering each of those individual frames in parallel using a pixel or object distribution. Object distributions can try to minimize their overlap in screen space in order to reduce alpha compositing costs, or even use a pixel distribution to render portions of the object space.
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<div class="mw-heading mw-heading2"><h2 id="Open_source_applications">Open source applications</h2></div>
<p>The open source software package <a href="Chromium_(computer_graphics)" title="Chromium (computer graphics)">Chromium</a> provides a parallel rendering mechanism for existing applications. It intercepts the <a href="OpenGL" title="OpenGL">OpenGL</a> calls and processes them, typically to send them to multiple rendering units driving a <a href="Video_wall" title="Video wall">display wall</a>.
</p><p>Equalizer is an open source rendering <a href="Software_framework" title="Software framework">framework</a> and resource management system for multipipe applications. Equalizer provides an <a href="Application_programming_interface" class="mw-redirect" title="Application programming interface">API</a> to write parallel, scalable visualization applications which are configured at run-time by a resource server.<sup id="cite_ref-4" class="reference"><a href="#cite_note-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup>
</p><p><a href="OpenSG" title="OpenSG">OpenSG</a> is an open source <a href="Scene_graph" title="Scene graph">scenegraph</a> system that provides parallel rendering capabilities, especially on clusters. It hides the complexity of parallel <a href="Thread_(computer_science)" class="mw-redirect" title="Thread (computer science)">multi-threaded</a> and clustered applications and supports sort-first as well as sort-last rendering.<sup id="cite_ref-5" class="reference"><a href="#cite_note-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup>
</p><p>Golem is an open source <a href="Decentralized_application" title="Decentralized application">decentralized application</a> used for <a href="Parallel_computing" title="Parallel computing">parallel computing</a> that currently works with rendering in <a href="Blender_(software)" title="Blender (software)">Blender</a> and has plans to incorporate more uses.<sup id="cite_ref-6" class="reference"><a href="#cite_note-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup>
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<div class="mw-heading mw-heading2"><h2 id="See_also">See also</h2></div>
<dl><dt>Concepts</dt></dl>
<ul><li><a href="Server_farm" title="Server farm">Server farm</a></li>
<li><a href="Render_farm" title="Render farm">Render farm</a></li></ul>
<dl><dt>Implementations</dt></dl>
<ul><li><a href="Big_and_Ugly_Rendering_Project" title="Big and Ugly Rendering Project">Big and Ugly Rendering Project (BURP)</a></li>
<li><a href="Electric_Sheep" title="Electric Sheep">Electric Sheep</a></li></ul>
<div class="mw-heading mw-heading2"><h2 id="References">References</h2></div>
<div class="mw-references-wrap"><ol class="references">
<li id="cite_note-1"><span class="mw-cite-backlink"><b><a href="#cite_ref-1">^</a></b></span> <span class="reference-text"><style data-mw-deduplicate="TemplateStyles:r1238218222">
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</style><cite id="CITEREFWuYangZhuZhang2017" class="citation journal cs1">Wu, C.; Yang, B.; Zhu, W.; Zhang, Y. (2017). <a rel="nofollow" class="external text" href="https://doi.org/10.1109%2Ftpds.2017.2754482">"Toward High Mobile GPU Performance through Collaborative Workload Offloading"</a>. <i>IEEE Transactions on Parallel and Distributed Systems</i>. <b>PP</b> (99): <span class="nowrap">435–</span>449. <a href="Doi_(identifier)" class="mw-redirect" title="Doi (identifier)">doi</a>:<span class="id-lock-free" title="Freely accessible"><a rel="nofollow" class="external text" href="https://doi.org/10.1109%2Ftpds.2017.2754482">10.1109/tpds.2017.2754482</a></span>. <a href="ISSN_(identifier)" class="mw-redirect" title="ISSN (identifier)">ISSN</a>&nbsp;<a rel="nofollow" class="external text" href="https://search.worldcat.org/issn/1045-9219">1045-9219</a>.</cite></span>
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<li id="cite_note-2"><span class="mw-cite-backlink"><b><a href="#cite_ref-2">^</a></b></span> <span class="reference-text">Molnar, S., M. Cox, D. Ellsworth, and H. Fuchs. “<a rel="nofollow" class="external text" href="http://www.cs.unc.edu/~fuchs/publications/SortClassify_ParalRend94.pdf">A Sorting Classification of Parallel Rendering</a>.” IEEE Computer Graphics and Algorithms, pages 23-32, July 1994.</span>
</li>
<li id="cite_note-3"><span class="mw-cite-backlink"><b><a href="#cite_ref-3">^</a></b></span> <span class="reference-text">Molnar, S., M. Cox, D. Ellsworth, and H. Fuchs. “<a rel="nofollow" class="external text" href="http://www.cs.unc.edu/~fuchs/publications/SortClassify_ParalRend94.pdf">A Sorting Classification of Parallel Rendering</a>.” IEEE Computer Graphics and Algorithms, pages 23-32, July 1994.</span>
</li>
<li id="cite_note-4"><span class="mw-cite-backlink"><b><a href="#cite_ref-4">^</a></b></span> <span class="reference-text"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://web.archive.org/web/20080511163442/http://www.equalizergraphics.com/">"Equalizer: Parallel Rendering"</a>. Archived from <a rel="nofollow" class="external text" href="http://www.equalizergraphics.com/">the original</a> on 2008-05-11<span class="reference-accessdate">. Retrieved <span class="nowrap">2020-04-30</span></span>.</cite></span>
</li>
<li id="cite_note-5"><span class="mw-cite-backlink"><b><a href="#cite_ref-5">^</a></b></span> <span class="reference-text"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://web.archive.org/web/20170806213018/http://www.opensg.org/">"OpenSG"</a>. Archived from <a rel="nofollow" class="external text" href="http://www.opensg.org/">the original</a> on 2017-08-06<span class="reference-accessdate">. Retrieved <span class="nowrap">2020-04-30</span></span>.</cite></span>
</li>
<li id="cite_note-6"><span class="mw-cite-backlink"><b><a href="#cite_ref-6">^</a></b></span> <span class="reference-text"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://golem.network/">"Golem Network"</a>. <i>golem.network</i><span class="reference-accessdate">. Retrieved <span class="nowrap">2021-05-16</span></span>.</cite></span>
</li>
</ol></div>
<div class="mw-heading mw-heading2"><h2 id="External_links">External links</h2></div>
<ul><li><a rel="nofollow" class="external text" href="https://web.archive.org/web/20070116035248/http://www.cs.princeton.edu/~rudro/cluster-rendering/">Cluster Rendering at Princeton University</a></li></ul>
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</style><div id="Computer_graphics188" style="font-size:114%;margin:0 4em"><a href="Computer_graphics_(computer_science)" title="Computer graphics (computer science)">Computer graphics</a></div></th></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Vector_graphics" title="Vector graphics">Vector graphics</a></th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Diffusion_curve" title="Diffusion curve">Diffusion curve</a></li>
<li><a href="Pixel" title="Pixel">Pixel</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="2D_computer_graphics" title="2D computer graphics">2D graphics</a></th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Alpha_compositing" title="Alpha compositing">Alpha compositing</a></li>
<li><a href="Layers_(digital_image_editing)" title="Layers (digital image editing)">Layers</a></li>
<li><a href="Text-to-image_model" title="Text-to-image model">Text-to-image</a></li></ul>
</div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th id="2.5D8" scope="row" class="navbox-group" style="width:1%"><a href="2.5D" title="2.5D">2.5D</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Isometric_video_game_graphics" title="Isometric video game graphics">Isometric graphics</a></li>
<li><a href="Mode_7" title="Mode 7">Mode 7</a></li>
<li><a href="Parallax_scrolling" title="Parallax scrolling">Parallax scrolling</a></li>
<li><a href="Ray_casting" title="Ray casting">Ray casting</a></li>
<li><a href="Skybox_(video_games)" title="Skybox (video games)">Skybox</a></li></ul>
</div></td></tr></tbody></table><div>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="3D_computer_graphics" title="3D computer graphics">3D graphics</a></th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="3D_projection" title="3D projection">3D projection</a></li>
<li><a href="3D_rendering" title="3D rendering">3D rendering</a></li>
<li>(<a href="Image-based_modeling_and_rendering" title="Image-based modeling and rendering">Image-based</a></li>
<li><a href="Spectral_rendering" title="Spectral rendering">Spectral</a></li>
<li><a href="Unbiased_rendering" title="Unbiased rendering">Unbiased</a>)</li>
<li><a href="Aliasing" title="Aliasing">Aliasing</a></li>
<li><a href="Anisotropic_filtering" title="Anisotropic filtering">Anisotropic filtering</a></li>
<li><a href="Cel_shading" title="Cel shading">Cel shading</a></li>
<li><a href="Fluid_animation" title="Fluid animation">Fluid animation</a></li>
<li><a href="Computer_graphics_lighting" title="Computer graphics lighting">Lighting</a>
<ul><li><a href="Global_illumination" title="Global illumination">Global illumination</a></li></ul></li>
<li><a href="Hidden-surface_determination" title="Hidden-surface determination">Hidden-surface determination</a></li>
<li><a href="Polygon_mesh" title="Polygon mesh">Polygon mesh</a></li>
<li>(<a href="Triangle_mesh" title="Triangle mesh">Triangle mesh</a>)</li>
<li><a href="Shading" title="Shading">Shading</a>
<ul><li><a href="Deferred_shading" title="Deferred shading">Deferred</a></li></ul></li>
<li><a href="Surface_triangulation" title="Surface triangulation">Surface triangulation</a></li>
<li><a href="Wire-frame_model" title="Wire-frame model">Wire-frame model</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Concepts</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Affine_transformation" title="Affine transformation">Affine transformation</a></li>
<li><a href="Back-face_culling" title="Back-face culling">Back-face culling</a></li>
<li><a href="Clipping_(computer_graphics)" title="Clipping (computer graphics)">Clipping</a></li>
<li><a href="Collision_detection" title="Collision detection">Collision detection</a></li>
<li><a href="Planar_projection" title="Planar projection">Planar projection</a></li>
<li><a href="Reflection_(computer_graphics)" title="Reflection (computer graphics)">Reflection</a></li>
<li><a href="Rendering_(computer_graphics)" title="Rendering (computer graphics)">Rendering</a>
<ul><li><a href="Beam_tracing" title="Beam tracing">Beam tracing</a></li>
<li><a href="Cone_tracing" title="Cone tracing">Cone tracing</a></li>
<li><a href="Checkerboard_rendering" title="Checkerboard rendering">Checkerboard rendering</a></li>
<li><a href="Ray_tracing_(graphics)" title="Ray tracing (graphics)">Ray tracing</a></li>
<li><a href="Path_tracing" title="Path tracing">Path tracing</a></li>
<li><a href="Ray_casting" title="Ray casting">Ray casting</a></li>
<li><a href="Scanline_rendering" title="Scanline rendering">Scanline rendering</a></li></ul></li>
<li><a href="Rotation_(mathematics)" title="Rotation (mathematics)">Rotation</a></li>
<li><a href="Scaling_(geometry)" title="Scaling (geometry)">Scaling</a></li>
<li><a href="Shadow_mapping" title="Shadow mapping">Shadow mapping</a></li>
<li><a href="Shadow_volume" title="Shadow volume">Shadow volume</a></li>
<li><a href="Shear_matrix" class="mw-redirect" title="Shear matrix">Shear matrix</a></li>
<li><a href="Shader" title="Shader">Shader</a></li>
<li><a href="Texel_(graphics)" title="Texel (graphics)">Texel</a></li>
<li><a href="Translation_(geometry)" title="Translation (geometry)">Translation</a></li>
<li><a href="Volume_rendering" title="Volume rendering">Volume rendering</a></li>
<li><a href="Voxel" title="Voxel">Voxel</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Graphics_software" title="Graphics software">Graphics software</a></th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="List_of_3D_computer_graphics_software" title="List of 3D computer graphics software">3D computer graphics software</a>
<ul><li><a href="List_of_3D_animation_software" title="List of 3D animation software">animation</a></li>
<li><a href="List_of_3D_modeling_software" title="List of 3D modeling software">modeling</a></li>
<li><a href="List_of_3D_rendering_software" title="List of 3D rendering software">rendering</a></li></ul></li>
<li><a href="Raster_graphics_editor" title="Raster graphics editor">Raster graphics editors</a></li>
<li><a href="Comparison_of_vector_graphics_editors" title="Comparison of vector graphics editors">Vector graphics editors</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Algorithms</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="List_of_computer_graphics_algorithms" class="mw-redirect" title="List of computer graphics algorithms">List of computer graphics algorithms</a></li></ul>
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