跳到主要內容

臺灣博碩士論文加值系統

(216.73.216.59) 您好!臺灣時間:2025/10/17 05:58
字體大小: 字級放大   字級縮小   預設字形  
回查詢結果 :::

詳目顯示

: 
twitterline
研究生:蔡文昌
研究生(外文):Wen-ChangTsai
論文名稱:符合OpenGL ES標準之混合式遠端圖形渲染平台
論文名稱(外文):A Hybrid Remote Rendering Framework for General OpenGL ES Application
指導教授:黃悅民黃悅民引用關係
指導教授(外文):Yueh-Min Huang
學位類別:碩士
校院名稱:國立成功大學
系所名稱:工程科學系
學門:工程學門
學類:綜合工程學類
論文種類:學術論文
論文出版年:2014
畢業學年度:102
語文別:中文
論文頁數:86
中文關鍵詞:遠端渲染圖形處理單元OpenGL ES
外文關鍵詞:Remote RenderingGraphic Processing UnitOpenGL ES
相關次數:
  • 被引用被引用:0
  • 點閱點閱:388
  • 評分評分:
  • 下載下載:25
  • 收藏至我的研究室書目清單書目收藏:0
近年來嵌入式系統發展快速,圖形處理需求也大幅提升。圖形處理器在嵌入式系統上除了提供多元特效組成的使用者介面,在應用程式及遊戲互動上也相當重要。與個人電腦上之圖形處理單元相比,嵌入式系統運算效能較低。因此,遠端渲染的技術由此概念生成,透過伺服器上圖形處理單元,提高嵌入式系統繪圖效能。而在電腦與嵌入式系統之間,常透過網際網路方式連結。當使用遠端渲染時,常需要較高的網路頻寬,但在網路頻寬不穩定時,遠端渲染可提升之效能將受到限制。在當前研究上,有許多減少資料傳輸之相關研究,但在網路頻寬不穩定上,仍缺乏解決方式。
鑑此,本研究提出一混合式渲染架構,藉由用戶端圖像處理能力,結合伺服器圖形處理單元進行混合式渲染。在網路頻寬不穩定時,評估當前頻寬,動態地配置渲染畫面於用戶端及伺服器。在用戶端無法存取網路時,仍可透過本機端圖形處理單元進行繪圖。本研究將此混合式渲染架構透過系統函式庫實現,並符合標準OpenGL ES架構。本研究測試三種應用程序,高於最低限制10%頻寬下,平均可提升44.99%畫面更新速率;於最低限度網路頻寬下,平均可提升44.57%畫面更新速率;在低於最低限制10%頻寬下,平均可提升30.86%畫面更新速率;在非穩定頻寬下,平均可提升33.74%畫面更新速率。
Due to the fast development of embedded system, the requirement of graphics processing has grown rapidly in recent years. Graphic processing unit provides the computing of 3D effect in embedded system, such as user interface and 3D application. Comparing with personal computer, the computing power in embedded is much lower. The concept of remote rendering comes to the programmers’ mind. By the way of connecting the graphic processing unit in the server improves the local rendering ability. However, when network bandwidth is unstable or even unreachable, the user experience would extremely drop. In the recent research, there are a couples mount of topics in association with decreasing network packet transmission. In the unstable network environment, the correlation research is still lacking.

This paper proposes a hybrid remote rendering framework. It takes local rendering ability and network bandwidth as input arguments and dynamically sets the frames drawing sequence on client and rendering server. In this research, the experiment chooses 3 applications and runs in 4 different network environments. In the 10% higher than the lowest requirement bandwidth, this framework could improve 44.99% frames in each second. In lowest bandwidth requirement, it could improve 44.57% frames and 30.86% in 10% lower than lowest requirement. In the unstable bandwidth, there are around 33.74% increasing in frame rate.
摘要 I
Extended Abstract II
致謝 V
圖目錄 VIII
表目錄 XI
第一章 緒論 1
1.1研究動機 1
1.2研究目的 2
1.3章節摘要 3
第二章 相關標準與研究 4
2.1 OpenGL ES 4
2.2遠端渲染 6
2.3文獻探討 9
2.3.1一般型遠端渲染 9
2.3.2混合型遠端渲染 11
2.3.3特殊型遠端渲染 13
第三章 軟硬體平台介紹 16
3.1 PandaBoard ES硬體介紹 16
3.2渲染伺服器 18
3.2.1 Mesa3D 18
3.2.2 Low Level Virtual Machine 21
3.3 Android系統 22
3.3.1 Android系統架構 23
3.3.2 Android 繪圖子系統 26
第四章 混合式遠端圖形渲染平台 31
4.1系統架構 31
4.2頻寬量測模組 34
4.3渲染決策模組 38
4.4遠端渲染函式庫 43
4.5 畫面解碼器 47
4.6 OpenGL ES圖像緩衝管理 49
4.7渲染伺服器 51
4.8系統運作流程 53
第五章 系統實作與結果分析 55
5.1測試平台與環境建置 55
5.2應用工作程序 57
5.3測試結果與分析 59
5.3.1實驗參數與方法 59
5.3.2高穩定頻寬下之結果分析 60
5.3.3中等穩定頻寬下之結果分析 66
5.3.4低穩定頻寬下之結果分析 72
5.3.5非穩定頻寬下之結果分析 78
第六章 結論與未來展望 84
參考文獻 85
[1]OpenGL Graphics with the X Window System, https://www.opengl.org/registry/doc/glx1.4.pdf, retrieved on June 2014
[2]A. Jurgelionis , P. Fechteler , P. Eisert , F. Bellotti , H. David , J. P. Laulajainen , R. Carmichael , V. Poulopoulos , A. Laikari , P. Perälä , A. De Gloria , and C. Bouras, Platform for distributed 3D gaming, in International Journal of Computer Games Technology, pp.1-15, Jan. 2009
[3]D. De Winter, P. Simoens, L. Deboosere, F. De Turck, J. Moreau, B. Dhoedt, and P. Demeester, A hybrid thin-client protocol for multimedia streaming and interactive gaming applications, in Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video, pp. 86-92, May. 2006
[4]OpenGL Official Website, https://www.khronos.org/opengl/, retrieved on June 2014
[5]OpenGL ES Official Website, https://www.khronos.org/opengles/, retrieved on June 2014
[6]X Server Official Website, http://www.x.org/wiki/XServer/, retrieved on June 2014
[7]S. Stegmaier, M. Magall´on, and T. Ertl. A generic solution for hardware-accelerated remote visualization, in Proceedings of the symposium on Data Visualisation, pp. 87-94, May. 2002
[8]M. Levoy, Polygon-assisted JPEG and MPEG compression of synthetic images, in Proceedings of the 22nd annual conference on Computer graphics and interactive techniques, pp. 21-28, Sep. 1995
[9]I. Nave, H. David, A. Shani, A. La ikari, P. Eisert, and P.Fechteler, Games@ Large graphics streaming architecture, in Consumer Electronics, IEEE International Symposium on, pp. 1-4, Apr. 2008
[10]W. Mark, L. McMillan, and G. Bishop, Post-rendering 3D warping, in Proceedings of the 1997 symposium on Interactive 3D graphics, pp. 7-16, Apr. 1997.
[11]K. Engel, T. Ertl, P. Hastreiter, B. Tomandl, and K. Eberhardt, Combining local and remote visualization techniques for interactive volume rendering in medical applications, in Proceedings of the conference on Visualization, pp. 449-452, Oct. 2000
[12]M. Zhu, S. Mondet, G. Morin, W. T. Ooi, and W. Cheng. Towards peer-assisted rendering in networked virtual environments, in Proceedings of the 19th ACM international conference on Multimedia, pp. 183–192 , Nov. 2011
[13]PandaBoard Official Website, http://pandaboard.org/, retrieved on June 2014
[14]Mesa3D Official Website, http://www.mesa3d.org/, retrieved on June 2014
[15]Gallium3D Official Website, http://www.freedesktop.org/wiki/Software/gallium/, retrieved on June 2014
[16]LLVM Official Website, http://llvm.org/, retrieved on June 2014
[17]Android Developer Website, http://developer.android.com/index.html, retrieved on June 2014
[18]Android Open Source Website, https://source.android.com/, retrieved on June 2014
[19]Skia Official Website, https://code.google.com/p/skia/, retrieved on June 2014
[20]EGL Official Website, http://www.khronos.org/registry/egl/, retrieved on June 2014
[21]Nenamark Official Website, http://nena.se/index.html, retrieved on June 2014
[22]OpenMAX Official Website, https://www.khronos.org/openmax/, retrieved on June 2014
[23]gl-streaming open source project, https://github.com/shodruky-rhyammer/gl-streaming, retrieved on June 2014

QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top