A Sorting Classification of Parallel Rendering
IEEE Computer Graphics and Applications
WireGL: a scalable graphics system for clusters
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Chromium: a stream-processing framework for interactive rendering on clusters
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
EGVE '03 Proceedings of the workshop on Virtual environments 2003
Network-integrated multimedia middleware (NMM)
MM '08 Proceedings of the 16th ACM international conference on Multimedia
RTSG: ray tracing for X3D via a flexible rendering framework
Proceedings of the 14th International Conference on 3D Web Technology
Realistic lighting simulation for interactive VR applications
EGVE - JVRC'11 Proceedings of the 17th Eurographics conference on Virtual Environments & Third Joint Virtual Reality
Cross-segment load balancing in parallel rendering
EG PGV'11 Proceedings of the 11th Eurographics conference on Parallel Graphics and Visualization
Proceedings of the 18th International Conference on 3D Web Technology
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The available rendering performance on current computers increases constantly, primarily by employing parallel algorithms using the newest many-core hardware, as for example multi-core CPUs or GPUs. This development enables faster rasterization, as well as conspicuously faster software-based real-time ray tracing. Despite the tremendous progress in rendering power, there are and always will be applications in classical computer graphics and Virtual Reality, which require distributed configurations employing multiple machines for both rendering and display. In this paper we address this problem and use NMM, a distributed multimedia middleware, to build a powerful and flexible rendering framework. Our framework is highly modular, and can be easily reconfigured --- even at runtime --- to meet the changing demands of applications built on top of it. We show that the flexibility of our approach comes at a negligible cost in comparison to a specialized and highly-optimized implementation of distributed rendering.