An object-oriented 3D graphics toolkit
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Component Software: Beyond Object-Oriented Programming
Component Software: Beyond Object-Oriented Programming
Chromium: a stream-processing framework for interactive rendering on clusters
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Building and Using A Scalable Display Wall System
IEEE Computer Graphics and Applications
EGVE '03 Proceedings of the workshop on Virtual environments 2003
HPCA '99 Proceedings of the 5th International Symposium on High Performance Computer Architecture
VR Juggler: A Virtual Platform for Virtual Reality Application Development
VR '01 Proceedings of the Virtual Reality 2001 Conference (VR'01)
Net Juggler: Running VR Juggler with Multiple Displays on a Commodity Component Cluster
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
VR '03 Proceedings of the IEEE Virtual Reality 2003
NIST Net: a Linux-based network emulation tool
ACM SIGCOMM Computer Communication Review
Programming Vertex and Pixel Shaders
Programming Vertex and Pixel Shaders
A Practical Guide to Large Tiled Displays
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part II
Modularity for large virtual reality applications
Presence: Teleoperators and Virtual Environments
POWERWALL: int. workshop on interactive, ultra-high-resolution displays
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Hi-index | 0.00 |
Continuous, rapid improvements in commodity hardware have allowed users of immersive visualization to employ high-quality graphics hardware, high-speed processors, and significant amounts of memory for much lower costs than would be possible with high-end, shared memory computers traditionally used for such purposes. Mimicking the features of a single shared memory computer requires that the commodity computers act in concert—namely, as a tightly synchronized cluster. In this paper, we describe the clustering infrastructure of VR Juggler that enables the use of distributed and clustered computers for the display of immersive virtual environments. We discuss each of the potential ways to synchronize a cluster for immersive visualization in use today. Then, we describe the VR Juggler cluster infrastructure in detail, and we show how it allows virtual reality application developers to combine various existing clustering techniques to meet the needs of their specific applications.