Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
PixelFlow: high-speed rendering using image composition
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
A Sorting Classification of Parallel Rendering
IEEE Computer Graphics and Applications
InfiniteReality: a real-time graphics system
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
The design of a parallel graphics interface
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Prefetching in a texture cache architecture
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Load balancing for multi-projector rendering systems
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Interconnection Networks: An Engineering Approach
Interconnection Networks: An Engineering Approach
IEEE Transactions on Parallel and Distributed Systems
WireGL: a scalable graphics system for clusters
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Scalable isosurface visualization of massive datasets on COTS clusters
PVG '01 Proceedings of the IEEE 2001 symposium on parallel and large-data visualization and graphics
SaarCOR: a hardware architecture for ray tracing
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Design and implementation of a large-scale hybrid distributed graphics system
EGPGV '02 Proceedings of the Fourth Eurographics Workshop on Parallel Graphics and Visualization
Parallel ray tracing on a chip
Practical parallel rendering
A data distributed sort-first parallel rendering system for VR applications
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Modeling Particle Systems Animations for Heterogeneous Clusters
IPDPS '05 Proceedings of the 19th IEEE International Parallel and Distributed Processing Symposium (IPDPS'05) - Workshop 13 - Volume 14
A reconfigurable architecture for load-balanced rendering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
The irregular Z-buffer: Hardware acceleration for irregular data structures
ACM Transactions on Graphics (TOG)
Research on rendering instruction stream compression in distributed VR continuum
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Distributed texture memory in a multi-GPU environment
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Intml: A dataflow oriented development system for virtual reality applications
Presence: Teleoperators and Virtual Environments
Scalable isosurface visualization of massive datasets on commodity off-the-shelf clusters
Journal of Parallel and Distributed Computing
Scaling of 3D game engine workloads on modern multi-GPU systems
Proceedings of the Conference on High Performance Graphics 2009
Out-of-order execution for avoiding head-of-line blocking in remote 3D graphics
PSIVT'07 Proceedings of the 2nd Pacific Rim conference on Advances in image and video technology
D3DPR: a direct3D-based large-scale display parallel rendering system architecture for clusters
ACSAC'05 Proceedings of the 10th Asia-Pacific conference on Advances in Computer Systems Architecture
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Pomegranate is a parallel hardware architecture for polygon rendering that provides scalable input bandwidth, triangle rate, pixel rate, texture memory and display bandwidth while maintaining an immediate-mode interface. The basic unit of scalability is a single graphics pipeline, and up to 64 such units may be combined. Pomegranate's scalability is achieved with a novel “sort-everywhere” architecture that distributes work in a balanced fashion at every stage of the pipeline, keeping the amount of work performed by each pipeline uniform as the system scales. Because of the balanced distribution, a scalable network based on high-speed point-to-point links can be used for communicating between the pipelines.Pomegranate uses the network to load balance triangle and fragment work independently, to provide a shared texture memory and to provide a scalable display system. The architecture provides one interface per pipeline for issuing ordered, immediate-mode rendering commands and supports a parallel API that allows multiprocessor applications to exactly order drawing commands from each interface. A detailed hardware simulation demonstrates performance on next-generation workloads. Pomegranate operates at 87-99% parallel efficiency with 64 pipelines, for a simulated performance of up to 1.10 billion triangles per second and 21.8 billion pixels per second.