2019
DOI: 10.1111/cgf.13702
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Scalable Ray Tracing Using the Distributed FrameBuffer

Abstract: Image‐ and data‐parallel rendering across multiple nodes on high‐performance computing systems is widely used in visualization to provide higher frame rates, support large data sets, and render data in situ. Specifically for in situ visualization, reducing bottlenecks incurred by the visualization and compositing is of key concern to reduce the overall simulation runtime. Moreover, prior algorithms have been designed to support either image‐ or data‐parallel rendering and impose restrictions on the data distri… Show more

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Cited by 13 publications
(7 citation statements)
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“…It was selected due to its uniqueness and wide acceptance by both industry and the research community as a key production grade benchmark. The second one is based on the Natural History Museum scene [Birn 2015], and is extended by sculpture models [Threedscans 2020] to increase the geometric complexity, and by paintings [The Art Institute of Chicago 2020] to increase the size and number of textures. Finally, the remaining two scenes come from the recent open movies produced by the animation studio of the Blender Institute, namely, Agent 327: Operation Barbershop [Studio 2020a] and Spring [Studio 2020b].…”
Section: Benchmark Scenesmentioning
confidence: 99%
“…It was selected due to its uniqueness and wide acceptance by both industry and the research community as a key production grade benchmark. The second one is based on the Natural History Museum scene [Birn 2015], and is extended by sculpture models [Threedscans 2020] to increase the geometric complexity, and by paintings [The Art Institute of Chicago 2020] to increase the size and number of textures. Finally, the remaining two scenes come from the recent open movies produced by the animation studio of the Blender Institute, namely, Agent 327: Operation Barbershop [Studio 2020a] and Spring [Studio 2020b].…”
Section: Benchmark Scenesmentioning
confidence: 99%
“…To efficiently distribute rendering work and communicate across multiple nodes on a cluster, OSPRay leverages a Distributed Frame-Buffer [Usher et al 2019] and MPI. Finally, to provide a high-quality image at low sample counts OSPRay uses Intel's Open Image Denoise library [Intel 2019] for post-process denoising.…”
Section: Performancementioning
confidence: 99%
“…The Distributed FrameBuffer. To efficiently distribute rendering work among nodes and combine the partial results produced by each node, OSPRay uses a Distributed FrameBuffer [Usher et al 2019]. The Distributed FrameBuffer (DFB) is a general framework for executing image compositing and processing tasks for distributed renderers through a distributed, asynchronous tile processing pipeline.…”
Section: Performancementioning
confidence: 99%
“…3D rendering complexity is dependent on scene complexity as well as the output resolution. With displays becoming more pixel-dense, current doublebuffered techniques demand more compute power [2], [3]. Also, double-buffered rendering keeps an off-screen buffer for the image under construction, and by the time it is displayed, the information is at least two frames old.…”
Section: Introductionmentioning
confidence: 99%