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Partitioning Screen Space for Parallel Rendering Thomas Funkhouser JP Singh Jiannan Zheng

Partitioning Screen Space for Parallel Rendering

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Partitioning Screen Space for Parallel Rendering. Thomas Funkhouser JP Singh Jiannan Zheng. Goal. Parallel rendering utilizing many PCs Communication via a network. SHRIMP. Frame Buffers. Projectors. Parallel Rendering Challenge. Basic problem: - PowerPoint PPT Presentation

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Page 1: Partitioning Screen Space for Parallel Rendering

Partitioning Screen Space forParallel Rendering

Thomas FunkhouserJP Singh

Jiannan Zheng

Page 2: Partitioning Screen Space for Parallel Rendering

Goal

Parallel rendering utilizing many PCs – Communication via a network

SHRIMP

Frame Buffers Projectors

Page 3: Partitioning Screen Space for Parallel Rendering

Parallel Rendering Challenge

Basic problem:– Multiple rasterizers cannot write the

same pixel simultaneously

ProcessorA

ProcessorB

Image

Pixel

Page 4: Partitioning Screen Space for Parallel Rendering

Screen Space Partitioning Partition screen into “tiles”

– Can be any shape, even disjoint, but cannot overlap

– Usually are not one-to-one with projector regions

Render each tile on a separate processor– Each processor renders all primitives

overlapping its tile– Primitives are not split at tile boundaries, and

thus they may be rendered redundantly by more than one processor

Page 5: Partitioning Screen Space for Parallel Rendering

Rendering with Virtual Tiles on the Wall

Physical TilesVirtual Tiles

A

C

B

D

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Rasterization Frame Buffers

Page 6: Partitioning Screen Space for Parallel Rendering

Virtual Tile Selection

Investigate shapes and arrangements that ...– Partition primitives among virtual tiles evenly

» Complex tiles (concave regions)– Minimize overlap of primitives with virtual tiles

» Match scene geometry (non-rectilinear)– Sort primitives among virtual tiles rapidly

» Simple tiles (grids, boxes)– Minimize communication between processors

» Match physical tiles as much as possible

Page 7: Partitioning Screen Space for Parallel Rendering

Load Balancing Problem

Given: – N: Set of 2D primitives

– P: Number of processors

Find: – T: Partition of 2D space with exactly P tiles

Minimizing:– F(N,T): Objective function encoding factors on previous slide

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Page 8: Partitioning Screen Space for Parallel Rendering

Load Balancing Problem

Given: Set of 2D primitives with weightsProblem: Partition 2D space into P tiles so that the overall estimated rendering time is minimizedcumulative weight of all primitives overlapping any tile is minimized

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12

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Page 9: Partitioning Screen Space for Parallel Rendering

Possible Tilings

Boundaries– On grid– Axis-aligned– Linear– Piecewise linear

Tiles– Rectangles– Convex– Concave– Disjoint

Page 10: Partitioning Screen Space for Parallel Rendering

Approaches to Partitioning

Start with constraints imposed by system, and adjust– start with static partition that matches projector assignment– based on profiled workload, move work around to balance, in

units that match hardware rendering capabilities» task stealing or task pushing

– previous frame partition can be used as starting point Treat as general partitioning problem; constraints may

refine– repartition from scratch, or use previous frame as starting

point Focus on latter approach for now, ignoring system

constraints

Page 11: Partitioning Screen Space for Parallel Rendering

The General Partitioning Problem Goal: contiguous partitions that are load balanced General class of problems: Mesh partitioning

– Partition the elements of an irregular mesh such that load is balanced and communication among partitions minimized

Dual of mesh partitioning: graph partitioning– e.g. nodes of graph are elements that have computation costs,

edges denote connectivity and have comm. costs when cut– goal: partition to balance and reduce computation and comm.

costs Problem: NP-complete, so use heuristics

– want them to be cheap and effective; exploit structure of problem In polygon rendering:

– polygons are elements– comm. represented by adjacency, to ensure contiguous partitions

Page 12: Partitioning Screen Space for Parallel Rendering

Approaches to Partitioning Irregular MeshesSome also apply to many other irregular computations Merge

– Start with many pieces, then merge Partition

– Global partitioning methods– Multi-level methods

Optimization– Dynamic adjustment

» start with some partition, then steal or donate dynamically

– Local refinement methods» start with a guess, and adjust based on localized criteria

Hybrids

Page 13: Partitioning Screen Space for Parallel Rendering

Merge Methods

Random Assignment Scattered Assignment The Greedy Algorithm

– “grow” partitions from starting points– starting points must be well chosen

Page 14: Partitioning Screen Space for Parallel Rendering

Merging of Regular Grid Tiles

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Max = 10 Max = 10

Max = 18 Max = 20

Starting from four corners Try to merge the tile which may make the

maximum partition weight grow as less as possible

Page 15: Partitioning Screen Space for Parallel Rendering

Merging of Irregular Tiles

Can use irregular initial tiles also. For example, create initial tiles according to primitive geometry.

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510

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710

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Max = 10

Page 16: Partitioning Screen Space for Parallel Rendering

Partition Methods

Direct P-way Recursive

– Geometry based» partition mesh/domain recursively

– Graph based» partition graph representation recursively

Page 17: Partitioning Screen Space for Parallel Rendering

Direct P-way Partition Methods

Random or Scattered Assignment Linear, with Bandwidth Reduction

– order nodes for contiguity, then partition linearly– e.g. Morton Ordering, Peano/Hilbert ordering

Tree partitioning– represent spatial contiguity hierarchically using

a tree– inorder traversal of tree yields an ordering– partition tree “linearly”– achieves above effect

Page 18: Partitioning Screen Space for Parallel Rendering

Recursive Partition Methods Geometry-based

– Coordinate Partitioning» along X, Y, Z axes

– Inertial Partitioning» choose axes intelligently according to measures of inertia

Graph based– Layered Partitioning

» recursive using greedy-like approach on graph– Spectral Partitioning

» find matrix that represents structure of graph (Laplacian matrix)

» find first nontrivial eigenvector of this matrix (Fiedler vector)» use this as separator field for partitioning (e.g. bisection)» very good results, but quite expensive to compute

Page 19: Partitioning Screen Space for Parallel Rendering

Recursive Partition Whelan’s median-cut method

– each primitive is represented by its centroid– using the number of primitives falling in each

region as load estimation– recursively divide the longer dimension of the

screen using the median-cut until the number of tiles equals the number of processors.

Page 20: Partitioning Screen Space for Parallel Rendering

Mueller’s mesh-based hierarchical decomposition method

– Rendering primitive’s bounding box to a fine mesh, add 1/A to the cell it overlaps (A is the total number of cell it overlaps)

– Sum the cells weight into a summed area table– Recursively divide the screen using binary

search

Page 21: Partitioning Screen Space for Parallel Rendering

Optimization Methods

Develop a cost function (sum of comp and comm costs)

Minimize the function, subject to constraints Difficult search problem: many local minima

– need a good starting guess

Refinement based on Global Criteria– Simulated Annealing– Chained Local Optimization– Genetic Algorithms

Refinement based on Local Criteria– Kernighan-Lin– Jostle

Page 22: Partitioning Screen Space for Parallel Rendering

Local Refinement Methods

Kernighan-Lin– swap elements with neighbors to improve

matters– try all pairs to see which gives best gain in a

sweep– iterate over sweeps until convergence

Jostle– similar, but swap in chunks and preferentially

swap elements at boundaries– can be implemented in parallel

Page 23: Partitioning Screen Space for Parallel Rendering

Multilevel and Hybrid Methods

Multilevel methods– Construct coarse graph/mesh as approximation– Partition coarse mesh– Project to fine mesh– Refine

– Can do hierarchically

Hybrid methods– e.g. combine multilevel with local refinement at

each level– e.g. spectral may be better than inertial, but

inertial plus KL may be better and faster than pure spectral

Page 24: Partitioning Screen Space for Parallel Rendering

Our Approach

1D case: Partition the screen into vertical strips – Define the cost function as the number of

primitives overlap each tile.– start from any tile assignment, moving the cut

so that the tiles on both side of it have costs as balanced as possible, repeat until cannot move any cut.

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Left = 20Right = 40

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Left = 20Right = 30

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Left = 20Right = 20

Page 25: Partitioning Screen Space for Parallel Rendering

Our approach: 2D case

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20 24

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Page 26: Partitioning Screen Space for Parallel Rendering

Tile swapping

Starting from a static assignment, and swap cells on the boundary

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Page 27: Partitioning Screen Space for Parallel Rendering

Applying Tree Partitioning to Parallel Rendering

Divide image plane into small cells For each bounding box, increment cost of corr. Cells Build cost tree with these cells as leaves Each tree cell holds:

– total pixel cost for that cell– total polygon cost for all polygons fully contained in cell– list of polygons (with costs) that are partly contained in cell

Partition using costzones– but traverse partial polygons list to see if already in partition

For display wall:– doesn’t (yet) consider static projector assignment– doesn’t consider hw rendering unit, unless it is the basic cell

Page 28: Partitioning Screen Space for Parallel Rendering

Static Plus Refinement Approach

Divide into regions that match projectors– a node is responsible for all tiles in its region

Use KL or Jostle refinement to rebalance at boundaries– use a tile or basic cell as unit of refinement– tile can match hardware rendering unit

Polygon cost of a tile– keep track of polygons that cross different faces of tile– if they cross an “internal” face for current partition, no need

to subtract this cost from this partition when tile is moved out of this partition

– if they cross an “external” face, no need to add this cost to the new partition when tile is moved to it

Use current partition as initial partition for next frame

Page 29: Partitioning Screen Space for Parallel Rendering

Taxonomy of Partition Algorithms

Partition– What types of splits?– How choose where to split?

Merging– How determine initial tiles?– How choose tiles to merge?

Optimization– What is the state space?– What are the operators?– What is the objective function?

Can partition …• Prior to rendering• While rendering

Page 30: Partitioning Screen Space for Parallel Rendering

Previous Approaches

Parallel rendering classifications (Molnar94):

– Sort-last (object load-balance, sort each pixel)– Sort-middle (sort between geometry and

rasterization)– Sort-first (sort before geometry processing)

DatabaseTraversal

GeometryProcessing

Rasterization FrameBuffers

3DPrimitives

2DPrimitives

PixelPrimitives

Sortlast

Sortmiddle

Sortfirst

Usually tightly-coupled

processors