Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
A Sorting Classification of Parallel Rendering
IEEE Computer Graphics and Applications
Parallel programming: techniques and applications using networked workstations and parallel computers
Introduction to algorithms
Chromium: a stream-processing framework for interactive rendering on clusters
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
GigaWalk: interactive walkthrough of complex environments
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
A Load-Balancing Strategy for Sort-First Distributed Rendering
SIBGRAPI '04 Proceedings of the Computer Graphics and Image Processing, XVII Brazilian Symposium
Parallel occlusion culling on GPUs cluster
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Core Techniques and Algorithms in Game Programming
Core Techniques and Algorithms in Game Programming
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This article presents a new and effective method for parallel octree culling and sorting for multicore systems, using counting sort and based on a new balancing algorithm, called adaptive delayed static balancing. The adaptive nature of the method is governed by a dynamic split level that can adjust the algorithm to new camera positions, keeping a well-balanced workload among the processors. This article also introduces the concept of n-dimensional resource space as a discrete Euclidean space. This work presents a simple and effective thread management system, called MinTMS.