The visualization toolkit (2nd ed.): an object-oriented approach to 3D graphics
The visualization toolkit (2nd ed.): an object-oriented approach to 3D graphics
Tracking graphics state for networked rendering
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Distributed rendering for scalable displays
Proceedings of the 2000 ACM/IEEE conference on Supercomputing
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
A multi-thread safe foundation for scene graphs and its extension to clusters
EGPGV '02 Proceedings of the Fourth Eurographics Workshop on Parallel Graphics and Visualization
Software Environments For Cluster-Based Display Systems
CCGRID '01 Proceedings of the 1st International Symposium on Cluster Computing and the Grid
VR Juggler: A Virtual Platform for Virtual Reality Application Development
VR '01 Proceedings of the Virtual Reality 2001 Conference (VR'01)
Sort-First, Distributed Memory Parallel Visualization and Rendering
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
VIRPI: a high-level toolkit for interactive scientific visualization in virtual reality
EGVE'01 Proceedings of the 7th Eurographics conference on Virtual Environments & 5th Immersive Projection Technology
Co-processor acceleration of an unmodified parallel solid mechanics code with FEASTGPU
International Journal of Computational Science and Engineering
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In the fields of high performance computing and distributed rendering, there is a great need for a flexible and scalable architecture that supports coupling of parallel simulations to commodity visualization clusters. The most popular architecture that allows such flexibility, called Chromium, is a parallel implementation of OpenGL. It has sufficient performance on applications with static scenes, but in case of more dynamic content this approach often fails. We have developed Aura, a distributed scene graph library, which allows optimized performance for both static and more dynamic scenes. In this paper we compare the performance of Chromium and Aura. For our performance tests, we have selected a dynamic particle system application, which reveals several issues with the Chromium approach of implementing the OpenGL API. Because our distributed scene graph architecture was designed with a different approach, the test results will show that it performs better on this application.