A fast mutual exclusion algorithm
ACM Transactions on Computer Systems (TOCS)
Pixel-planes 5: a heterogeneous multiprocessor graphics system using processor-enhanced memories
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Real-time rendering of trimmed surfaces
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Distributing display lists on a multicomputer
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
A methodology for implementing highly concurrent data objects
ACM Transactions on Programming Languages and Systems (TOPLAS)
Fast, scalable synchronization with minimal hardware support
PODC '93 Proceedings of the twelfth annual ACM symposium on Principles of distributed computing
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Dynamic Load Balancing for Parallel Polygon Rendering
IEEE Computer Graphics and Applications
Interactive display of large-scale NURBS models
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
The sort-first rendering architecture for high-performance graphics
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Large mesh generation from boundary models with parametric face representation
SMA '95 Proceedings of the third ACM symposium on Solid modeling and applications
A multilevel algorithm for partitioning graphs
Supercomputing '95 Proceedings of the 1995 ACM/IEEE conference on Supercomputing
Efficient Load Balancing Techniques for Image Analysis on an M-SIMD Machine
Efficient Load Balancing Techniques for Image Analysis on an M-SIMD Machine
Interactive Display of Large Solid Models for Walkthroughs
IEEE Computer Graphics and Applications
Accelerated walkthrough of large spline models
Proceedings of the 1997 symposium on Interactive 3D graphics
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We present efficient parallel algorithms for interactive display of higher order surfaces on current graphics systems. At each frame, these algorithms approximate the surface by polygons and rasterize them over the graphics pipeline. The time for polygon generation for each surface primitive varies between successive frames and we address issues in distributing the load across processors for different environments. This includes algorithms to statically distribute the primitives to reduce dynamic load imbalance as well a distributed wait-free algorithm for machines on which re-distribution is efficient, e.g. shared memory machine. These algorithms have been implemented on different graphics systems and applied to interactive display of trimmed spline models. In practice, we are able to obtain almost linear speed-ups (as a function of number of processors). Moreover, the distributed wait-free algorithm is faster by 25-30% as compared to static and dynamic schemes.