HLODs for faster display of large static and dynamic environments
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Parallel rendering with k-way replication
PVG '01 Proceedings of the IEEE 2001 symposium on parallel and large-data visualization and graphics
Chromium: a stream-processing framework for interactive rendering on clusters
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
GigaWalk: interactive walkthrough of complex environments
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Interactive visibility culling in complex environments using occlusion-switches
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Net Juggler: Running VR Juggler with Multiple Displays on a Commodity Component Cluster
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation (Gpu Gems)
Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic Models
IEEE Transactions on Visualization and Computer Graphics
Equalizer: A Scalable Parallel Rendering Framework
IEEE Transactions on Visualization and Computer Graphics
CGLX: A Scalable, High-Performance Visualization Framework for Networked Display Environments
IEEE Transactions on Visualization and Computer Graphics
Garuda: A Scalable Tiled Display Wall Using Commodity PCs
IEEE Transactions on Visualization and Computer Graphics
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Graphics models are getting increasingly bulkier with detailed geometry, textures, normal maps, etc. There is a lot of interest to model and navigate through detailed models of large monuments. Many monuments of interest have both rich detail and large spatial extent. Rendering them for navigation on a single workstation is practically impossible, even given the power of today's CPUs and GPUs. Many models may not fit the GPU memory, the CPU memory, or even the secondary storage of the CPU. Distributed rendering using a cluster of workstations is the only way to navigate through such models. In this paper, we present a design of a distributed rendering system intended for massive models. Our design has a server that holds the skeleton of the whole model, namely, its scenegraph with actual geometry replaced by bounding boxes at all levels. The server divides the screen space among a number of clients and sends them a list of objects they need to render using a frustum culling step. The clients use 2 GPUs with one devoted to visibility culling and the other to rendering. Frustum culling at the server, visibility culling on one GPU, and rendering on the second GPU form the stages of our distributed rendering pipeline. We describe the design and implementation of our system and demonstrate the results of rendering relatively large models using different clusters of clients in this paper.