J. lnf. Commun. Converg. Eng. 16(2): 125-129, Jun. 2018 Regular paper 125 Received 18 March 2018, Revised 14 June 2018, Accepted 14 June 2018 *Corresponding Author Nakhoon Baek (E-mail: [email protected], Tel: +82-53-950-6379) School of Computer Science and Engineering, Kyungpook National University, 80, Daehak-ro, Buk-gu, Daegu 41566, Korea. https://doi.org/10.6109/jicce.2018.16.2.125 print ISSN: 2234-8255 online ISSN: 2234-8883 This is an Open Access article distributed under the terms of the Creative Commons Attribution Non-Commercial License (http://creativecommons.org/licenses/by- nc/3.0/) which permits unrestricted non-commercial use, distribution, and reproduction in any medium, provided the original work is properly cited. Copyright ⓒ The Korea Institute of Information and Communication Engineering A Simplified Graphics System Based on Direct Rendering Manager System Nakhoon Baek* , Member, KIICE School of Computer Science and Engineering, Kyungpook National University, Daegu 41566, Korea Abstract In the field of computer graphics, rendering speed is one of the most important factors. Contemporary rendering is performed using 3D graphics systems with windowing system support. Since typical graphics systems, including OpenGL and the DirectX library, focus on the variety of graphics rendering features, the rendering process itself consists of many complicated operations. In contrast, early computer systems used direct manipulation of computer graphics hardware, and achieved simple and efficient graphics handling operations. We suggest an alternative method of accelerated 2D and 3D graphics output, based on directly accessing modern GPU hardware using the direct rendering manager (DRM) system. On the basis of this DRM support, we exchange the graphics instructions and graphics data directly, and achieve better performance than full 3D graphics systems. We present a prototype system for providing a set of simple 2D and 3D graphics primitives. Experimental results and their screen shots are included. Index Terms: Direct rendering manager, Efficient handling, Graphics acceleration, Light-weight implementation, Prototype system I. INTRODUCTION After graphics output devices became publicly available, a large number of graphics applications were developed for a broad spectrum of uses including computer animations, com- puter games, user experiences, and human-computer inter- faces. Production of the desired 2D or 3D images on the screen necessitated the development of graphics systems and application program interface (API) libraries [1, 2]. A wide variety of graphics libraries were developed, including OpenGL [3], DirectX [4], X Window systems [5], Display PostScript [6], Cairo [7], OpenInventor [8], and Qt [9]. The 3D graphics libraries are the contemporary norm in computer graphics and related areas, with libraries like OpenGL and DirectX in extensive public use. Typically, 3D graphics application programs use the full scope of the fea- tures offered by such 3D graphics libraries. Rendering speed is one of the most important factors for 3D graphics application programs. Typical present-day graph- ics programs need to be able to handle very large quantities of graphics data. The larger the data size, and the more sen- sitive to the rendering speed, the better the speed-up that can be achieved, even for minor aspects of the graphics pipeline. Although many graphics engines and full-development tools are available, they all focus on efficient programming interfaces rather than final execution speeds. Therefore, cur- rently, the OpenGL and DirectX graphics libraries are regarded as the most efficient approach to achieving high speed precision rendering for large-scale data. In contrast, graphics application programmers tend to focus on both speed and the simplicity of the visualization process. To represent more realistic scenes, they need precise and accurate numerical graphics model data. Programmers tend to prioritize the easiest and most intuitive way of han-
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J. lnf. Commun. Converg. Eng. 16(2): 125-129, Jun. 2018 Regular paper
125
Received 18 March 2018, Revised 14 June 2018, Accepted 14 June 2018 *Corresponding Author Nakhoon Baek (E-mail: [email protected], Tel: +82-53-950-6379)School of Computer Science and Engineering, Kyungpook National University, 80, Daehak-ro, Buk-gu, Daegu 41566, Korea.
This is an Open Access article distributed under the terms of the Creative Commons Attribution Non-Commercial License (http://creativecommons.org/licenses/by-nc/3.0/) which permits unrestricted non-commercial use, distribution, and reproduction in any medium, provided the original work is properly cited.
Copyright ⓒ The Korea Institute of Information and Communication Engineering
A Simplified Graphics System Based on Direct Rendering Manager System
Nakhoon Baek* , Member, KIICE
School of Computer Science and Engineering, Kyungpook National University, Daegu 41566, Korea
Abstract
In the field of computer graphics, rendering speed is one of the most important factors. Contemporary rendering is performed
using 3D graphics systems with windowing system support. Since typical graphics systems, including OpenGL and the DirectX
library, focus on the variety of graphics rendering features, the rendering process itself consists of many complicated operations.
In contrast, early computer systems used direct manipulation of computer graphics hardware, and achieved simple and efficient
graphics handling operations. We suggest an alternative method of accelerated 2D and 3D graphics output, based on directly
accessing modern GPU hardware using the direct rendering manager (DRM) system. On the basis of this DRM support, we
exchange the graphics instructions and graphics data directly, and achieve better performance than full 3D graphics systems. We
present a prototype system for providing a set of simple 2D and 3D graphics primitives. Experimental results and their screen
shots are included.
Index Terms: Direct rendering manager, Efficient handling, Graphics acceleration, Light-weight implementation, Prototype system
I. INTRODUCTION
After graphics output devices became publicly available, a
large number of graphics applications were developed for a
broad spectrum of uses including computer animations, com-
puter games, user experiences, and human-computer inter-
faces. Production of the desired 2D or 3D images on the
screen necessitated the development of graphics systems and
application program interface (API) libraries [1, 2].
A wide variety of graphics libraries were developed,
including OpenGL [3], DirectX [4], X Window systems [5],
Display PostScript [6], Cairo [7], OpenInventor [8], and Qt
[9]. The 3D graphics libraries are the contemporary norm in
computer graphics and related areas, with libraries like
OpenGL and DirectX in extensive public use. Typically, 3D
graphics application programs use the full scope of the fea-
tures offered by such 3D graphics libraries.
Rendering speed is one of the most important factors for
3D graphics application programs. Typical present-day graph-
ics programs need to be able to handle very large quantities
of graphics data. The larger the data size, and the more sen-
sitive to the rendering speed, the better the speed-up that can
be achieved, even for minor aspects of the graphics pipeline.
Although many graphics engines and full-development
tools are available, they all focus on efficient programming
interfaces rather than final execution speeds. Therefore, cur-
rently, the OpenGL and DirectX graphics libraries are
regarded as the most efficient approach to achieving high
speed precision rendering for large-scale data.
In contrast, graphics application programmers tend to
focus on both speed and the simplicity of the visualization
process. To represent more realistic scenes, they need precise
and accurate numerical graphics model data. Programmers
tend to prioritize the easiest and most intuitive way of han-