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
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Simple models of the impact of overlap in bucket rendering
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
A distributed graphics system for large tiled displays
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Distributed rendering for scalable displays
Proceedings of the 2000 ACM/IEEE conference on Supercomputing
Lightning-2: a high-performance display subsystem for PC clusters
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Scalable Rendering on PC Clusters
IEEE Computer Graphics and Applications
Chromium: a stream-processing framework for interactive rendering on clusters
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Experiences in driving a cave with IBM scalable graphics engine-3 (SGE-3) prototypes
Proceedings of the ACM symposium on Virtual reality software and technology
High-performance dynamic graphics streaming for scalable adaptive graphics environment
Proceedings of the 2006 ACM/IEEE conference on Supercomputing
Enabling high resolution collaborative visualization in display rich virtual organizations
Future Generation Computer Systems
Remote visualization of large scale data for ultra-high resolution display environments
Proceedings of the 2009 Workshop on Ultrascale Visualization
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A parallel rendering environment is being developed to utilize the IBM Scaleable Graphics Engine (SGE), a hardware frame buffer for parallel computers. Goals of this software development effort include finding efficient ways of producing and displaying graphics generated on IBM SP nodes and of assisting programmers in adapting or creating scientific simulation applications to use the SGE. Four software development phases discussed utilize the SGE: tunneling, SMP rendering, development of an OpenGL API implementation which utilizes the SGE in parallel environments, and additions to the SGE-enabled OpenGL implementation that uses threads. The performance observed in software tests show that programmers would be able to utilize the SGE to output interactive graphics in a parallel environment.