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http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/31040| Title: | Remote RenderScript: 利用遠端引擎上之圖形硬體提昇效能表現 Remote RenderScript: Leveraging the Graphics Hardware on the Remote Engine |
| Authors: | Yao-Wei Ou 歐曜瑋 |
| Advisor: | 廖世偉(Shih-Wei Liao) |
| Keyword: | 遠端,繪圖效能,手機, android,remote,renderscript,llvm, |
| Publication Year : | 2011 |
| Degree: | 碩士 |
| Abstract: | 為了追求 (1) 效能; (2) 可移植性; (3) 使用性,Google 在 Android 3.0 的版本中推出了 RenderScript。我們延伸其功能,使之可遠端化。具體 一點的說法,我們透過網路接口傳送 RenderScript 命令到遠端圖形引 擎上。請注意,在此所提到的遠端引擎可以是在同一裝置或是遠端裝 置之上。
我們的貢獻分為兩個部分: 首先,我們讓 RenderScript 現有的先進先出佇列可以連網。我們建 構了一個轉運層以實現網路功能抽象化。 第二,透過把指令傳送到遠端引擎之上,我們可以重新在該引擎上 執行所接收而來的命令。視不同型態的遠端引擎而定,重新執行命 令的動作可能會需要把 RenderScript 的命令對應到 egl、glx、agl、或 是 wgl。其分別對應於不同的平台,依序為 Android, Linux, Mac OS, Windows。在本論文中,我們將敘述對應到 egl 的實作細節。 Google introduces RenderScript as part of Android 3.0 for the following reasons: (1) Performance; (2) Portability; and (3) Usability. We extend it to make it remote-able. Specifically, we send RenderScript commands through a socket to a remote graphics engine. We use the term, remote engine, to refer to the engine on the same device or on a remote host. Our contribution is two-fold. First, we make the existing FIFO queues in RenderScript network-ready. We build the transport layer to facilitate the net- working abstraction. Second, we replay the commands on the remote engine by materializing the commands on top of a remote engine. Depending on the type of remote engines, the replay may need to map RenderScript commands to egl, glx, agl, or wgl. They are for Android, Linux, Mac OS, or Windows, respectively. We demonstrate the egl-mapped implementation in this thesis. |
| URI: | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/31040 |
| Fulltext Rights: | 有償授權 |
| Appears in Collections: | 資訊工程學系 |
Files in This Item:
| File | Size | Format | |
|---|---|---|---|
| ntu-100-1.pdf Restricted Access | 1.32 MB | Adobe PDF |
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