A networked rendering paradigm for remote rendering

Abstract: Advances in 3D graphics make it possible to generate highly realistic 3D models

which usually contain a huge number of polygons. This large number of polygons gives rise to

many challenges with respect to real-time rendering performance, storage requirements, and

the transmission of graphics dataset over the network. In this paper, a networked rendering

paradigm based on our pipeline-splitting method is introduced to facilitate the remote

rendering system. Experimental results show that our method can reduce memory cost and

computational workload for the client compared to that of client-side method.

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A networked rendering paradigm for remote rendering
ded to the remote 
server and the remainders remain at the client. 
(a) (b) 
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Figure 5. Different architectures of networked rendering pipeline, (a) the entire pipeline is 
placed on server, (b) geometry is placed on server, rasterization is on client, (c) the entire 
pipeline is placed on client 
Pipeline splitting 
Typically, the rendering pipeline resides on a single machine. It is difficult to achieve 
pipeline splitting due to the tight coupling of geometry and rasterization stage. Williams et al. 
[17, 18] proposed a method to separate the geometry stage and rasterization stage by adding 
two extensions to OpenGL library: triangle-feedback and triangle-rasterize. The triangle-
feedback function passes all primitives through the geometric portion without rasterizing them 
and the triangle-rasterize function takes the data from geometric portion then put it into 
rasterization stage. To achieve hardware acceleration for rasterization, a vertex program is 
implemented to pass primitives into the hardware rasterizer on the graphics card. Graphics 
hardware acceleration, however, remains uncompleted for geometry processing. Banerjee, et 
al., [19, 20] combined Mesa3D2 and socket networking code together to build RMesa which 
can split up the rendering pipeline into sub stages. The client can offload some stages in the 
pipeline to the remote server to be processed and then get the result back. Unfortunately, the 
approach offers no graphics hardware-acceleration for both geometry processing and 
rasterization. In our research, we split the rendering pipeline based on transform feedback 
mode. The use of transform feedback makes it possible to capture vertex attributes of the 
primitives processed by geometry processing stage. Vertex attributes are selected to store in a 
buffer, or several buffers separately which can be retrieved sometime later. The rest of 
pipeline can be discarded by disabling rasterization stage to prevent primitives from being 
rasterized. This way uncouples geometry processing stage from rasterization stage. The 
2  
Hong Duc University Journal of Science, E.3, Vol.8, P (59 -70), 2017 
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transformed primitives copied from transform feedback buffer then can be rasterized in a 
different machine by simply put it back to the buffer without passing any transformation 
parameters. It is worth noting that the entire process happens inside the pipeline, therefore an 
advantage of our method is that it supports hardware-acceleration to both geometry processing 
and rasterization stage. 
Figure 6. Transform feedback operation-vertices are transformed and stored in the transform 
feedback buffer object which can be obtained in the middle 
Remote rendering based on pipeline-splitting method 
In this section, we introduce a remote rendering framework making use of pipeline-
splitting method that we have presented earlier. The basic concept is similar to image-based 
rendering, the major difference is that the sever sends back transformed primitives instead of 
rendered images to the client. 
Figure 7. Client-server architecture for the proposed framework 
Table 1. Notation 1 
Symbols Quantity 
F List of faces constructed the mesh 
Fc The remaining faces after culling 
M, N The number of faces stored in F and Fc respectively 
CHUNK Number of faces stored in a packet 
p Number of packets to be sent to the client 
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In our proposed framework, the server performs geometry processing on demand 
according to the viewing parameters received from the client. The back-face culling method 
then is employed to cull invisible primitives from transformed ones. The remaining primitives 
then are packaged to be sent to the client for rasterization. 
To deal with restrictions in network performance and bandwidth, we take into account 
the network protocol for the data transmission. For the sake of transmission efficiency, it is 
important that UDP is employed for data transmission and TCP is used for exchanging 
messages and commands. To further reduce the latency, graphics content is packetized or can 
be compressed prior to the transmission. A chunk of primitives is grouped in a packet to be 
sent to the client for further processing. The number of packets to be sent for the rendering of 
a frame can be calculated as follows: 
p = M/CHUNK = αN/CHUNK where α = M/N is culling ratio (0 < α 1). 
Transmission latency 
Supposed that the time taken to transmit a packet to the client is pt . pt depends on 
network capacity (bw) and the size of packet p p p(s ) : t =s /bw . 
Let T be the transmission time of all primitives after performing back-face culling. This 
is equivalent to the transmission of ppackets: 
p pT = p×t = αN/CHUNK ×(s /bw) 
It can be seen that the transmission latency is linearly proportional to the number of 
faces ( N). 
Table 2. Time to transmit a packet 
CHUNK 
pt (secs) 
10 Mbps 100 Mbps 
600 0.03456 0.003456 
300 0.01728 0.0017728 
200 0.01152 0.001152 
100 0.00576 0.000576 
Table 3. A theoretical estimation of the time it takes to transmit 3D models with different level 
of details (CHUNK=600) 
N P 
T (secs) 
10 Mbps 100 Mbps 
10000 17 0.58752 0.058752 
20000 34 1.17504 0.117504 
40000 67 2.31552 0.231552 
Hong Duc University Journal of Science, E.3, Vol.8, P (59 -70), 2017 
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60000 100 3.456 0.3456 
80000 134 4.63104 0.463104 
100000 167 5.77152 0.577152 
4. Experimentation 
We have implemented a remote rendering system on Windows in C++ using OpenGL 
making use of the proposed pipeline-splitting method to split the rendering workload between 
the server and client. The server we used in the test is Intel ® Core ™ i7 CPU, 3.24 GB of 
RAM, with NVIDIA GeForce 9500. A DELL T6600, Intel® Core™ 2 Duo CPU 2.2 GHz, 2G 
RAM is used as a client. 
Processing time in the pipeline 
We make a comparison between local rendering and our method in terms of processing 
time in the rendering pipeline at the client. As the number of faces being processed at the 
client has been reduced and geometry processing has been carried out at the remote server, our 
method can reduce the processing time at the client. 
Table 4. A comparison between our proposed method and local rendering in terms 
of processing time 
Model Num of verts Num of faces Local rendering (secs) Our method (secs) 
Beethoven 2521 5030 0.0042 0.0027 
Car 5247 10474 0.0072 0.0048 
Ateneam 7546 15014 0.0100 0.0060 
Dragon 10006 20000 0.0170 0.0080 
Venus 19847 43357 0.0320 0.0180 
Bunny 34834 69451 0.0486 0.0276 
We compare our method with server-side rendering in terms of processing time at 
the server. In case of server-side rendering, we measure the processing time of the entire 
pipeline plus the time taken to copy data from the frame buffer to CPU. For our method, 
we measure the processing time at geometry processing stage and the time to copy data 
from the transform feedback buffer. When the number of primitives to be processed is 
small and the image size is large, the processing time at the server is significantly reduced 
in our method compared to that of server-side rendering. Note that when the fragment 
processing is relatively cheap, the transform feedback could end up being a major 
bottleneck leading to more processing time at the server in our method compared to that 
of server-side rendering. 
Hong Duc University Journal of Science, E.3, Vol.8, P (59 - 70), 2017 
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Figure 8. A comparison between server-side rendering and our method in terms of processing 
time tested with dragon model 
Figure 9. A comparison between server-side rendering and our method in terms of processing 
time tested with happy model 
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Storage requirements 
After back-face culling3 is performed at the server, only visible faces are sent to clients 
for further processing. Therefore, the amount of faces to be handled at the client is 
significantly reduced. As can be seen in the Figure below, about 40-50% of the faces are 
actually processed at the client. As such, our method would be of great benefits to thin clients 
since they are limited in their storage capacity. 
Figure 10. Average number of faces processed at the client 
Network communication 
The data transfer capability is considered a major bottleneck in the remote rendering. 
Network communication for the proposed framework is built on TCP/IP sockets. We employ 
UDP for the transmission of graphics datasets and TCP for sending commands from client to 
server and vice versa. We have previously presented a theoretical analysis of transmission 
latency in previous section. Therefore, this experiment is also able to verify the theoretical 
analysis of our proposed framework. Our test is conducted in both a 10Mbps and 100Mbps 
Ethernet connections. To further reduce the transmission latency, we can make use of a 
compression/decompression technique. However, it is worth noting that the process of 
compression/decompression may introduce some delays to the system. 
Table 5. Transmission latency measured in different network connections 
Model Num of faces 
Latency (seconds) 
10 Mbps 100 Mbps 
Shark 734 0.0380 0.0043 
Apple 1704 0.0750 0.0084 
3 https://en.wikipedia.org/wiki/Back-face_culling 
Hong Duc University Journal of Science, E.3, Vol.8, P (59 - 70), 2017 
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Ant 912 0.0380 0.0044 
Beethoven 5030 0.1778 0.0199 
Car 10474 0.3432 0.0337 
Ateneam 15014 0.3840 0.0469 
Big dodge 16646 0.5261 0.0543 
Dragon 1 20000 0.6247 0.0641 
Dragon 2 35000 1.0741 0.1117 
Venus 43357 1.2881 0.1359 
Bunny 69451 2.1737 0.2124 
5. Conclusion 
In this paper, we have investigated the graphics rendering pipeline in terms of 
processing time. We have proposed a networked rendering paradigm based on our pipeline-
splitting method to facilitate remote rendering. It is shown that our method can reduce 
memory cost and computational workload at the client compared to that of client-side 
rendering and processing time at the server compared to that of server-side rendering. The 
work also can be applied to distributed-rendering as we can distribute geometry processing 
and rasterization to be handled on different machines in the cloud. It is worth noting that our 
framework can work with pretty large 3D models, however, there must be a limit since the 
residual list is linearly proportional to the number of faces of the 3D model. 
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