K. Rasche, R. Geist, and J. Westall (USA)
Chromium, distributed rendering, tiled displays, workload balancing
A technique for workload balancing on distributed visu alization clusters is suggested. The round-robin schedul ing of partial object geometry "chunks" avoids render node starvation and balances the data backlog in the send buffers of the geometry nodes. Because frame synchronization requires that all send buffers drain, balancing these send buffer backlogs is seen to substantially improve frame rate performance for dynamic displays.
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