The realizations of the system from distributed rendering to final tiled display are all based on pure software and PC cluster.
该系统从渲染到最后分屏软拼接均采用基于PC集群的架构和纯软件的实现方法。
Compression of geometry instruction stream in distributed parallel rendering systems can alleviate network bandwidth bottleneck.
对分布式并行绘制系统的几何指令流进行压缩能缓解网络带宽瓶颈。
On the basis of this research background, the thesis studies the problem of providing high quality Rendering service according to users' requirements in the situation of distributed cluster Rendering.
在此研究背景下,本文集中研究分布式集群渲染环境下,有效地按照用户需要提供高质量的渲染服务问题。
Based on that, cartoon Rendering system in the distributed cluster is designed, the system's function module is described, and the process of this system is also given.
在此基础之上,设计分布式集群环境下的动画渲染系统,描述了系统各部分功能,给出相关工作流程。
Compression of geometry instruction stream in distributed parallel rendering systems can alleviate network bandwidth bottleneck. LZW method is used in op codes compression.
对分布式并行绘制系统的几何指令流进行压缩能缓解网络带宽瓶颈。
Compression of geometry instruction stream in distributed parallel rendering systems can alleviate network bandwidth bottleneck. LZW method is used in op codes compression.
对分布式并行绘制系统的几何指令流进行压缩能缓解网络带宽瓶颈。
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