8 Computer Hardware and Software for the Generation of Virtual Environments | Virtual Reality: Scientific and Technological Challenges |The National Academies Press
not so fast as for the particle example discussed above. Another example is the massively parallel system, which distributes memory and computation among many processors. Massively parallel systems are very fast for some applications, but are slow for computations that are not parallelizable or require large amounts of data movement. In a VE system, many kinds of computations may be required, implying that a unique computational architecture typically will be unsuitable. To maximize versatility, computations in VE systems should be based on a few parallel high-power scalar processors with large shared memory.
As Figure 8-4 shows, workstation computational power is increasing dramatically. It is expected that in 1994 workstations will be available that will match the computational power of the supercomputers of 1992.
The run-time software architecture of the VE is an area of serious concern. There are two run-time models that are currently common in computer graphics: the simulation loop model, in which all operations in the visualization environment (including interaction, computation, data management, and graphics) are performed in a repeated single loop; and the event-driven model, in which operations occur in response to various events (usually generated by the user). Neither model is attractive for large VEs.
The time required for a single loop in the simulation loop model may, due to the combination of data management, computation, and graphics, exceed the VE performance constraints. This is a particularly severe problem if these various operations are performed in sequence, drawing each frame only after the entire computation has been completed. This can lead to very low frame rates both with respect to display and interaction, which is unacceptable in a VE system. For multiprocessing systems, one answer is to put the computation and data management in one process while the graphics is in another, asynchronously running process. Then the graphics can be performed as fast as possible even though the computations may take much longer times. For multiprocessor systems, the computation can be parallelized as well, in which all computation takes place on as many processors as possible to reduce the overall time required for a computation. This parallel implementation of the computation is still a single loop. The time needed for execution will be determined by the slowest computation in that loop.
The event-driven model is unsuited for VE, as there are many events that may be generated at any one time (including repeated “compute the environment” events that amount to an effective simulation loop), and the time ordering and priority of these events are critical. For example, several user interaction events may occur simultaneously and the priority and meaning of these events will depend on their relationship to one another and their environment. Put more succinctly, the meaning of the