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42 - Newsletter <strong>EnginSoft</strong> Year 6 n°4<br />

Other remote <strong>di</strong>splay <strong>software</strong> forces OpenGL applications to<br />

use a slow <strong>software</strong>-only OpenGL renderer, to the detriment of<br />

performance as well as compatibility. The tra<strong>di</strong>tional method<br />

of <strong>di</strong>splaying OpenGL applications to a remote X server<br />

(in<strong>di</strong>rect rendering) supports a 3D hardware acceleration, but<br />

this approach causes all of the OpenGL commands and 3D data<br />

to be sent over the network to be rendered on the client<br />

machine. This is not a tenable proposition unless the data is<br />

relatively small and static, unless the network is very fast and<br />

unless the OpenGL application is specifically tuned for a<br />

remote X-Windows environment.<br />

With VirtualGL the OpenGL commands and 3D data are instead<br />

re<strong>di</strong>rected to a 3D graphics accelerator on the application<br />

server and only the rendered 3D images are sent to the client<br />

machine. Thus VirtualGL "virtualizes" 3D graphics hardware<br />

allowing it to be placed in the "cold room" with compute and<br />

storage resources. VirtualGL also allows the 3D graphics<br />

hardware to be shared among multiple users and provides<br />

"workstation-like" levels of performance even on the most<br />

modest of networks. This makes it possible for large, noisy, hot<br />

3D workstations to be replaced with laptops or even thinner<br />

clients. More importantly, however, it is the fact that VirtualGL<br />

eliminates the workstation and the network as barriers to the<br />

data size. Users can now visualize gigabytes and gigabytes of<br />

data in real time without nee<strong>di</strong>ng to copy any of the data over<br />

the network or sitting in front of the machine that is rendering<br />

the data.<br />

Usually, a Unix OpenGL application would send all of its<br />

drawing commands and data, both 2D and 3D, to an X-<br />

Windows server which may be located across the network from<br />

the application server. VirtualGL, however, employs a<br />

technique called "split rendering" to force the 3D commands<br />

from the application to go to a 3D graphics card in the<br />

application server. VGL performs this by pre-loa<strong>di</strong>ng a dynamic<br />

shared object (DSO) into the application at run time. This DSO<br />

intercepts a handful of GLX, OpenGL, and X11 commands that<br />

are necessary to perform the split rendering. Whenever a<br />

window is created by the application, VirtualGL creates a<br />

correspon<strong>di</strong>ng 3D pixel buffer ("Pbuffer") on a 3D graphics<br />

card in the application server.<br />

Whenever the application requests that an OpenGL rendering<br />

context have to be created for the window, VirtualGL<br />

intercepts the request and creates the context on the<br />

correspon<strong>di</strong>ng Pbuffer instead. Whenever the application<br />

swaps or flushes the drawing buffer to in<strong>di</strong>cate that it has<br />

finished rendering a frame VirtualGL reads back the Pbuffer<br />

and sends the rendered 3D image to the client.<br />

For further information:<br />

Ing. Gino Perna - ICT Manager<br />

info@enginsoft.it<br />

An example of a mesh generation for a reactor pressure vessel, 11 million nodes and 35 million DOFs.<br />

Enginsoft provides all ranges of HPC solutions: from ready<br />

to use systems to de<strong>di</strong>cated HPC setup for specific needs<br />

in the simulation market.<br />

Enginsoft expertize ranges from system configuration,<br />

queue control, monitoring tools, licensing integration and<br />

etherogeneous systems buil<strong>di</strong>ng to maintain cluster<br />

efficiency along time.<br />

Also integration with parallel file systems and remote<br />

graphic system is under continuous monitoring to provide<br />

our customers with the best of class solutions.

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