PixelFlow: high-speed rendering using image composition
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Volume reconstruction and parallel rendering algorithms: a comparative analysis
Volume reconstruction and parallel rendering algorithms: a comparative analysis
Pixel merging for object-parallel rendering: a distributed snooping algorithm
PRS '93 Proceedings of the 1993 symposium on Parallel rendering
Parallel volume-rendering algorithm performance on mesh-connected multicomputers
PRS '93 Proceedings of the 1993 symposium on Parallel rendering
A Sorting Classification of Parallel Rendering
IEEE Computer Graphics and Applications
The sort-first rendering architecture for high-performance graphics
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Algorithms for parallel rendering
Algorithms for parallel rendering
Architectural implications of hardware-accelerated bucket rendering on the PC
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Hierarchical graphics databases in sort-first
PRS '97 Proceedings of the IEEE symposium on Parallel rendering
Performance issues of a distributed frame buffer on a multicomputer
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Interactive out-of-core isosurface extraction
Proceedings of the conference on Visualization '98
Load balancing for multi-projector rendering systems
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Scalable distributed visualization using off-the-shelf components
PVGS '99 Proceedings of the 1999 IEEE symposium on Parallel visualization and graphics
The digital Michelangelo project: 3D scanning of large statues
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Tracking graphics state for networked rendering
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Hybrid sort-first and sort-last parallel rendering with a cluster of PCs
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
HLODs for faster display of large static and dynamic environments
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
WireGL: a scalable graphics system for clusters
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Parallel Volume Rendering Using Binary-Swap Compositing
IEEE Computer Graphics and Applications
Image Layer Decomposition for Distributed Real-Time Rendering on Clusters
IPDPS '00 Proceedings of the 14th International Symposium on Parallel and Distributed Processing
Scalable interactive volume rendering using off-the-shelf components
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
Out-of-core sort-first parallel rendering for cluster-based tiled displays
EGPGV '02 Proceedings of the Fourth Eurographics Workshop on Parallel Graphics and Visualization
Commodity graphics accelerators for scientific visualization
Proceedings of the conference on Visualization '01
Interactive visibility culling in complex environments using occlusion-switches
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Out-of-core sort-first parallel rendering for cluster-based tiled displays
Parallel Computing - Parallel graphics and visualisation
Quick-VDR: Interactive View-Dependent Rendering of Massive Models
VIS '04 Proceedings of the conference on Visualization '04
Functionality Distribution for Parallel Rendering
IPDPS '05 Proceedings of the 19th IEEE International Parallel and Distributed Processing Symposium (IPDPS'05) - Papers - Volume 01
Tools and Applications for Large-Scale Display Walls
IEEE Computer Graphics and Applications
Sort-First, Distributed Memory Parallel Visualization and Rendering
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
IEEE Transactions on Parallel and Distributed Systems
Journal of Parallel and Distributed Computing
IEEE Transactions on Visualization and Computer Graphics
Scalable isosurface visualization of massive datasets on commodity off-the-shelf clusters
Journal of Parallel and Distributed Computing
Heuristic Algorithm for Optimization of P2P-Based Public-Resource Computing Systems
ICDCIT '08 Proceedings of the 5th International Conference on Distributed Computing and Internet Technology
Future Generation Computer Systems
An image compositing solution at scale
Proceedings of 2011 International Conference for High Performance Computing, Networking, Storage and Analysis
Interactive 3d editing on tiled display wall
ICCSA'05 Proceedings of the 2005 international conference on Computational Science and Its Applications - Volume Part III
Dynamic load balancing for parallel volume rendering
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
A P2P computing system for overlay networks
Future Generation Computer Systems
Distributed massive model rendering
Proceedings of the Eighth Indian Conference on Computer Vision, Graphics and Image Processing
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With the recent advances in commodity graphics hardware performance, PC clusters have become an attractive alternative to traditional high-end graphics workstations. The main challenge is to develop parallel rendering algorithms that work well within the memory constraints and communication limitations of a networked cluster. Previous systems have required the entire 3D scene to be replicated in memory on every PC. While this approach can take advantage of view-dependent load balancing algorithms and thus largely avoid the problems of inter-process communication, it limits the scalability of the system to the memory capacity of a single PC. We present a k-way replication approach in which each 3D primitive of a large scene is replicated on k out of n PCs (k n). The key idea is to support 3D models larger than the memory capacity of any single PC, while retaining the reduced communication overheads of dynamic view-dependent partitioning. In this paper, we investigate algorithms for distributing copies of primitives among PCs and for dynamic load balancing under the constraints of partial replication. Our main result is that the parallel rendering efficiencies achieved with small replication factors are similar to the ones measured with full replication. By storing one-fourth of Michelangelo's David model (800MB) on each of 24 PCs (each with 256MB of memory), our system is able to render 40 million polygons/second (65% efficiency).