Parallel rendering and visualization method and system based on data flow diagram
A data flow diagram and data technology, which is applied in image data processing, 3D image processing, instruments, etc., can solve the problems of high coupling, no system redevelopment by developers, and difficulty in modification by final developers.
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Embodiment 1
[0290] Application examples of Render-Streamers in parallel rendering and visualization
[0291] Sort-Last drawing example
[0292] Figure 15 Shows a Render-Streamers pipeline structure for parallel rendering of a single 3D model using sort-last rendering mode. The box represents the calculation unit, and the ordinary arrow represents a single data link, from the input node of the data link to the output node. Solid-tipped arrows ending in fletchings represent multiple data links. A hollow triangular arrow pointing to a data link is used to illustrate the type of parameter on that data link.
[0293] In this data flow diagram, there are three computing units with zero in-degree, which provide the viewport / projection information, data range information and model view transformation information of the entire scene respectively. The model view change information is provided by VariableProcessor, so the coordinates of the object can change over time; the other two in...
Embodiment 2
[0298] Sort-First Drawing Example
[0299] Figure 16 A pipeline for sort-first drawing, including two GLObjectRenderer computing units. All white computing units in the figure are executed in the same thread. Computation units marked in gray are paired and executed in two separate threads, separated by dashed boxes in the figure.
[0300] The structure of this pipeline is roughly the same as that of the sort-last pipeline in the previous section. It is generated by two Const-Processors and a Variable Processor, and uses GLFrame Composer to merge the drawing results of two GLObjectRenderers. Of course, in order to meet the drawing needs of sort-first, there are still some differences between the two pipelines:
[0301] 1. The viewport / projection information is split by GLScreenSplitter and passed to two GLObjectRenderers.
[0302] 2. GLDataRange is passed directly to GLObjectRenderer without splitting.
[0303] 3. Sort-first image stitching does not require a...
Embodiment 3
[0306] Parallelization of multi-pass rendering algorithms using Render-Streamers
[0307] Render-Streamers' own pipeline features make it very good at describing multi-pass rendering algorithms. The following takes the drawing algorithm based on the shadow map as an example to show the implementation of the drawing algorithm including multiple drawing steps in Render-Streamers.
[0308] The Render-Streamers pipeline that implements the shadow map algorithm is as follows Figure 17 As shown, the meanings of various symbols in the figure are the same as Figure 16 same. It includes two sets of "GLViewport / GLObjectState" parameters, one of which is for the light source perspective,
[0309] Another set is for the observer perspective. The parameters of the light source angle of view are output to the two calculation units GLShadowMapGenerator and GLShadow-CoordCalc, and the parameters of the observer's angle of view are output to the GLSimpleShadowRenderer calculati...
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