Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
A Sorting Classification of Parallel Rendering
IEEE Computer Graphics and Applications
The sort-first rendering architecture for high-performance graphics
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Load balancing for multi-projector rendering systems
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Hybrid sort-first and sort-last parallel rendering with a cluster of PCs
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Asynchronous distributed simulation via a sequence of parallel computations
Communications of the ACM - Special issue on simulation modeling and statistical computing
Exploiting Frame to Frame Coherence in a Virtual Reality System
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
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In this paper, we present a frame synchronization mechanism for a parallel rendering system to create an immersive virtual environment like CAVE. Our goal is to create a synchronized multi-display parallel rendering system built by the PC cluster. We implemented the proposed frame synchronization algorithm in both hardware and software approaches to investigate whether a special hardware is needed for the PC-CAVE architecture. Our experiments show that the hardware approach can achieve more accurate frame synchronization effect but the software approach provides better flexibility in building such a system.