Pixel-planes 5: a heterogeneous multiprocessor graphics system using processor-enhanced memories
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Distributing display lists on a multicomputer
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Multiprocessor methods for computer graphics rendering
Multiprocessor methods for computer graphics rendering
PixelFlow: high-speed rendering using image composition
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Image-composition architectures for real-time image generation
Image-composition architectures for real-time image generation
Leo: a system for cost effective 3D shaded graphics
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
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 MIMD rendering algorithm for distributed memory architectures
PRS '93 Proceedings of the 1993 symposium on Parallel rendering
A Sorting Classification of Parallel Rendering
IEEE Computer Graphics and Applications
A New Algorithm for Interactive Graphics on Multicomputers
IEEE Computer Graphics and Applications
Dynamic Load Balancing for Parallel Polygon Rendering
IEEE Computer Graphics and Applications
A Characterization of Ten Hidden-Surface Algorithms
ACM Computing Surveys (CSUR)
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
Summed-area tables for texture mapping
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Animac: a multiprocessor architecture for real-time computer animation (graphics, shadows, vlsi)
Animac: a multiprocessor architecture for real-time computer animation (graphics, shadows, vlsi)
Image composition methods for sort-last polygon rendering on 2-D mesh architectures
PRS '95 Proceedings of the IEEE symposium on Parallel rendering
Hierarchical graphics databases in sort-first
PRS '97 Proceedings of the IEEE symposium on Parallel rendering
Load balancing for multi-projector rendering systems
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Image-Space Decomposition Algorithms for Sort-First Parallel Volume Rendering of Unstructured Grids
The Journal of Supercomputing
The WarpEngine: an architecture for the post-polygonal age
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
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
Scalable parallel algorithms for interactive visualization of curved surfaces
Supercomputing '96 Proceedings of the 1996 ACM/IEEE conference on Supercomputing
Distributed rendering for scalable displays
Proceedings of the 2000 ACM/IEEE conference on Supercomputing
Adaptive Parallel Rendering on Multiprocessors and Workstation Clusters
IEEE Transactions on Parallel and Distributed Systems
WireGL: a scalable graphics system for clusters
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Parallel rendering with k-way replication
PVG '01 Proceedings of the IEEE 2001 symposium on parallel and large-data visualization and graphics
Out-of-core sort-first parallel rendering for cluster-based tiled displays
EGPGV '02 Proceedings of the Fourth Eurographics Workshop on Parallel Graphics and Visualization
Image Composition Schemes for Sort-Last Polygon Rendering on 2D Mesh Multicomputers
IEEE Transactions on Visualization and Computer Graphics
Compression-Domain Parallel Rendering
IPDPS '02 Proceedings of the 16th International Parallel and Distributed Processing Symposium
DDDDRRaW: A Prototype Toolkit for Distributed Real-Time Rendering on Commodity Clusters
IPDPS '01 Proceedings of the 15th International Parallel & Distributed Processing Symposium
Out-of-core sort-first parallel rendering for cluster-based tiled displays
Parallel Computing - Parallel graphics and visualisation
Fast optimal load balancing algorithms for 1D partitioning
Journal of Parallel and Distributed Computing
Hexagonal storage scheme for interleaved frame buffers and textures
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Sort-First, Distributed Memory Parallel Visualization and Rendering
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
IEEE Transactions on Parallel and Distributed Systems
IEEE Transactions on Visualization and Computer Graphics
Scalable isosurface visualization of massive datasets on commodity off-the-shelf clusters
Journal of Parallel and Distributed Computing
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Review: Large scale distributed visualization on computational Grids: A review
Computers and Electrical Engineering
HiPC'05 Proceedings of the 12th international conference on High Performance Computing
Design a PC-CAVE environment using the parallel rendering approach
AsiaSim'04 Proceedings of the Third Asian simulation conference on Systems Modeling and Simulation: theory and applications
Survey of parallel and distributed volume rendering: revisited
ICCSA'05 Proceedings of the 2005 international conference on Computational Science and Its Applications - Volume Part III
Optimized visualization for tiled displays
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
Revisiting parallel rendering for shared memory machines
EG PGV'11 Proceedings of the 11th Eurographics conference on Parallel Graphics and Visualization
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Interactive graphics applications have long been challenging graphics system designers by demanding machines that can provide ever increasing polygon rendering performance. Another trend in interactive graphics is the growing use of display devices with pixel counts well beyond what is usually considered “high-resolution.” If we examine the architectural space of high-performance rendering systems, we discover only one architectural class that promises to deliver high polygon performance with very-high-resolution displays and do so in an efficient manner. It is known as “sort-first.”We investigate the sort-first architecture, starting with a comparison to its architectural class mates (sort-middle and sort-last). We find that sort-first has an inherent ability to take advantage of the frame-to-frame coherence found in interactive applications. We examine this ability through simulation with a set of test applications and show how it reduces sort-first's communication needs and therefore its parallel overhead. We also explore the issue of load-balancing with sort-first and introduce a new adaptive algorithm to solve this problem. Additional simulations demonstrate the effectiveness of this algorithm. Finally, we touch on a variety of issues that must be resolved in order to fulfill sort-first's ultimate promise: millions of polygons for zillions of pixels.