Rendering on Tiled Displays using Advanced Stream Caching
Mario Lorenz, Guido Brunnett, Marcel Heinz
Abstract
Mario Lorenz, Guido Brunnett, Marcel Heinz
Abstract
To render complex scenes on tiled displays efficiently modifications to the Chromium framework have been proposed that lead to significant lower processor and memory load on the client and a very effective utilization of available network bandwidth. To avoid redundant transmissions of identical command sequences that are generated by the application a transparent stream cache can be used that accelerates the multicast communication channel. It can be profiled that applications that do not use display lists or VBOs to control the rendering put a heavy load on the client host because the cache control has to compute a checksum for the identification of repeated command sequences. In this paper we analyse the possibilities to improve the stream caching for unmodified GL applications. As our main result we introduce a new GL extension to control the stream cache with minimally modified applications.
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To render complex scenes on tiled displays efficiently modifications to the Chromium framework have been proposed that lead to significant lower processor and memory load on the client and a very effective utilization of available network bandwidth. To avoid redundant transmissions of identical command sequences that are generated by the application a transparent stream cache can be used that accelerates the multicast communication channel. It can be profiled that applications that do not use display lists or VBOs to control the rendering put a heavy load on the client host because the cache control has to compute a checksum for the identification of repeated command sequences. In this paper we analyse the possibilities to improve the stream caching for unmodified GL applications. As our main result we introduce a new GL extension to control the stream cache with minimally modified applications.
Key concepts: Computer science, Computer graphics (images), Rendering (computer graphics)