Serial OpenGL rendering
Note how the fixed-size ground texture is quite blurry up close, and
the lack of shadows. The framerate is also terrible, due to the
large amount of geometry in the trees.
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Reference image (not generated in real time)
Generated using the rendering techniques outlined in the thesis:
penumbra limit shadows, and trapezoidal antialiased ground
texture. Rendering was not real time--each frame took several
seconds to generate.
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Impostors with 9 processors
Rendering recorded in real time. Note the framerate is much
higher than serial OpenGL, because of the geometry reduction gained by
impostors. Performance is limited by both the rendering rate and
the impostor network shipping rate, which cause noticably lagged
updates in each image.
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Impostors with 65 processors
Rendering recorded in real time. Performance is now limited
almost exclusively by the network connection to the front end
machine. Impostor updates are rarely lagged, and the differences
between this and the reference movie are difficult to discern.
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