Remote Execution for 3D Graphics
Abstract (Summary)
Mobile clients such as PDAs, laptops, wrist watches, smart phones are rapidly emerging
in the consumer market and an increasing number of graphics applications are
being developed for them. However, current hardware technology limits the processing
power on these mobile devices and wireless network bandwidth can be scarce
and unreliable. A modern photorealistic graphics application is resource-hungry, consumes
large amounts of cpu cycles, memory and network bandwidth if distributed.
Besides running them on mobile devices may also diminish their battery power in the
process. Bulk of graphics computations involve floating point operations and the lack
of hardware support for such on PDAs imposes further restrictions. Remote execution,
wherein part or the entire rendering process is offloaded to a powerful surrogate
server is an attractive solution. We propose pipeline-splitting, a paradigm whereby
15 sub-stages of the graphics pipeline are isolated and instrumented with networking
code such that it can run on either a graphics client or a surrogate server. To validate
our concepts, we instrument Mesa3D, a popular implementation of the OpenGL
graphics to support pipeline-splitting, creating Remote Mesa (RMesa). We further
extend the Remote Execution model to provide an analytical model for predicting
the rendering time and memory consumption involved in Remote Execution. Mobile
devices have limited battery power. Therefore, it is important to understand if during
Remote Execution, communication is more power consuming than computation. In
order to study the same, we develop PowerSpy, a Real Time Power Profiler for I/O devices
and applications. Finally, we add Remote Execution to an existing Distributed
Graphics Framework targeted for mobile devices, namely, MADGRAF. In addition to
Remote Execution, MADGRAF has another policy known as the Transcoder Based
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Approach in which the original 3D graphics image is modified to suite the mobile
devices’ rendering capacity. Though this speeds up the rendering process, it affects
photorealism. We propose an intelligent runtime decision making engine, Intelligraph,
which evaluates the runtime performance of the mobile client and decides between
Remote Execution and the Transcoder Based Approach.
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Bibliographical Information:
Advisor:
School:Worcester Polytechnic Institute
School Location:USA - Massachusetts
Source Type:Master's Thesis
Keywords:computer graphics image processing wireless communication systems mobile
ISBN:
Date of Publication: