DOI QR코드

DOI QR Code

A Simplified Graphics System Based on Direct Rendering Manager System

  • Baek, Nakhoon (School of Computer Science and Engineering, Kyungpook National University)
  • Received : 2018.03.18
  • Accepted : 2018.06.14
  • Published : 2018.06.30

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.

Keywords

References

  1. J. F. Hughes, A. Van Dam, J. D. Foley, M. McGuire, S. K. Feiner, D. F. Sklar, and K. Akeley, Computer Graphics: Principles and Practice, 3rd ed. Upper Saddle River, NJ: Addison-Wesley, 2014.
  2. T. Capin, K. Pulli, and T. Akenine-Moller, "The state of the art in mobile graphics research," IEEE Computer Graphics and Applications, vol. 28, no. 4, pp. 74-84, 2008. DOI: 10.1109/MCG.2008.83.
  3. M. Segal and K. Akeley, "The OpenGL graphics system: a specification (version 4.5, core profile)," 2017 [Internet], Available: https://www.khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf.
  4. F. D. Luna, Introduction to 3D Game Programming with DirectX 12. Herndon, VA: Mercury Learning & Information, 2016.
  5. D. A. Young, The X Window System: Programming and Applications with Xt, 2nd ed. Englewood Cliffs, NJ: Prentice Hall, 1994.
  6. Adobe Systems, Programming the Display Postscript System With X. Reading, MA: Addison-Wesley, 1993.
  7. "Cairo: a 2D graphics library" 2014 [Internet], Available: http://www.cairographics.org/.
  8. J. Wernecke, The Inventor Mentor: Programming Object-Oriented 3D Graphics with Open Inventor. Reading, MA: Addison-Wesley, 1994.
  9. G. Lazar, Mastering Qt 5: Create Stunning Cross-Platform Applications. Birmingham, UK: Packt Publishing, 2017.
  10. R. E. Faith, "The direct rendering manager: kernel support for the direct rendering infrastructure," 1999 [Internet], Available: http://dri.sourceforge.net/doc/drm_low_level.html.
  11. J. M. R. Fonseca, "Direct rendering infrastructure: architecture," 2005 [Internet], Available: https://paginas.fe.up.pt/-mei04010/driarchitecture.pdf.
  12. Archlinux, "Kernel mode setting," [Internet], Available: https://wiki.archlinux.org/index.php/kernel_mode_setting.
  13. K. Packard and E. Anholt, "The Graphics Execution Manager: part of the direct rendering manager," 2008 [Internet], Available: https://lwn.net/Articles/283798/.
  14. D. H. Youm and V. Kuraku, "Cost of content services to hybrid computing," Asia-Pacific Journal of Convergent Research Interchange, vol. 2, no. 1, pp. 1-6, 2016.