Munin: distributed shared memory based on type-specific memory coherence
PPOPP '90 Proceedings of the second ACM SIGPLAN symposium on Principles & practice of parallel programming
Tcl and the Tk toolkit
IRIS performer: a high performance multiprocessing toolkit for real-time 3D graphics
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Creating computer simulation systems: an introduction to the high level architecture
Creating computer simulation systems: an introduction to the high level architecture
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
WireGL: a scalable graphics system for clusters
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Approach for software development of parallel real-time VE systems on heterogenous clusters
EGPGV '02 Proceedings of the Fourth Eurographics Workshop on Parallel Graphics and Visualization
SoftGenLock: active stereo and genlock for PC cluster
EGVE '03 Proceedings of the workshop on Virtual environments 2003
Seamless multi-projector display on curved screens
EGVE '03 Proceedings of the workshop on Virtual environments 2003
Network aware parallel rendering with PCs
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Multi-application inter-tile synchronization on ultra-high-resolution display walls
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
WinSGL: software genlocking for cost-effective display synchronization under microsoft windows
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
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Software for the development and generation of virtual environments used to run on specialized and expensive hardware. This situation has dramatically changed in the last two years. This paper describes a scalable high performance application platform for immersive environments using commodity hardware. Scalability will be obtained with a coarse cluster of specialized nodes, with emphasis on distributed real-time rendering. As data synchronization method a distributed shared memory approach is used. Dedicated to this hardware setup, a modular component oriented design is presented.