Simple, efficient shared memory simulations
SPAA '93 Proceedings of the fifth annual ACM symposium on Parallel algorithms and architectures
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Hierarchical image caching for accelerated walkthroughs of complex environments
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Multiresolution rendering with displacement mapping
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Real-time rendering
Adaptive view dependent tessellation of displacement maps
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Lightning-2: a high-performance display subsystem for PC clusters
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Next-generation visual supercomputing using PC clusters with volume graphics hardware devices
Proceedings of the 2001 ACM/IEEE conference on Supercomputing
Parallel Volume Rendering Using Binary-Swap Compositing
IEEE Computer Graphics and Applications
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
View-dependent displacement mapping
ACM SIGGRAPH 2003 Papers
A Sorting Classification of Parallel Rendering
A Sorting Classification of Parallel Rendering
PROCAMS '08 Proceedings of the 5th ACM/IEEE International Workshop on Projector camera systems
Hi-index | 0.00 |
We present a parallel algorithm for the rendering of complex three-dimensional scenes. The algorithm runs across heterogeneous architectures of PC-clusters consisting of a visualization-node, equipped with a powerful graphics adapter, and cluster nodes requiring weaker graphics capabilities only. The visualization-node renders a mixture of scene objects and simplified meshes (Reliefboards). The cluster nodes assist the visualization-node by asynchronous computing of Reliefboards, which are used to replace and render distant parts of the scene. Our algorithm is capable of gaining significant speedups if the cluster's nodes provide weak graphics adapters only. We trade the number of cluster nodes off the scene objects' image quality.