OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 1.2
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 1.2
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
IEEE Transactions on Visualization and Computer Graphics
Physically Based Rendering: From Theory to Implementation
Physically Based Rendering: From Theory to Implementation
Utilizing X3D for immersive environments
Proceedings of the ninth international conference on 3D Web technology
A generic virtual reality software system's architecture and application
Proceedings of the 2005 international conference on Augmented tele-existence
Towards a flexible back-end for scenegraph-based rendering systems
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Interviews3D: A Platform for Interactive Handling of Massive Data Sets
IEEE Computer Graphics and Applications
Scalable Parallel Programming with CUDA
Queue - GPU Computing
RTSG: ray tracing for X3D via a flexible rendering framework
Proceedings of the 14th International Conference on 3D Web Technology
OptiX: a general purpose ray tracing engine
ACM SIGGRAPH 2010 papers
A scalable architecture for the HTML5/X3D integration model X3DOM
Proceedings of the 15th International Conference on Web 3D Technology
Proceedings of the 16th International Conference on 3D Web Technology
EG PGV'10 Proceedings of the 10th Eurographics conference on Parallel Graphics and Visualization
A System Architecture for Flexible Rendering Back-ends in Distributed Virtual Reality Applications
CW '12 Proceedings of the 2012 International Conference on Cyberworlds
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We present an approach to integrate multiple rendering back-ends under a common application layer for distributed systems. The primary goal was to find a practical and nonintrusive way to use potentially very different renderers in heterogeneous computing environments without impairing their strengths and without burdening the back-ends or the application with details of the cluster environment. Our approach is based on a mediator layer that handles multithreading, clustering, and the synchronization between the application's and the back-end's scene. We analyze the proposed approach with an implementation for a state-of-the-art distributed VR/AR system. In particular, we present two case studies and an example application.