Pixel merging for object-parallel rendering: a distributed snooping algorithm
PRS '93 Proceedings of the 1993 symposium on Parallel rendering
A Sorting Classification of Parallel Rendering
IEEE Computer Graphics and Applications
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
WireGL: a scalable graphics system for clusters
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Chromium: a stream-processing framework for interactive rendering on clusters
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
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
A Comparison of Spatial Subdivision Algorithms for Sort-First Rendering
HPCN Europe '97 Proceedings of the International Conference and Exhibition on High-Performance Computing and Networking
The SCI Standard and Applications of SCI
SCI: Scalable Coherent Interface, Architecture and Software for High-Performance Compute Clusters
EGVE '03 Proceedings of the workshop on Virtual environments 2003
Avocado: A Distributed Virtual Reality Framework
VR '99 Proceedings of the IEEE Virtual Reality
VR Juggler: A Virtual Platform for Virtual Reality Application Development
VR '01 Proceedings of the Virtual Reality 2001 Conference (VR'01)
Towards a scalable high performance application platform for immersive virtual environments
EGVE'01 Proceedings of the 7th Eurographics conference on Virtual Environments & 5th Immersive Projection Technology
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Interactive rendering of complex models has many applications in the Virtual Reality Continuum. The oil&gas industry uses interactive visualizations of huge seismic data sets to evaluate and plan drilling operations. The automotive industry evaluates designs based on very detailed models. Unfortunately, many of these very complex geometric models cannot be displayed with interactive frame rates on graphics workstations. This is due to the limited scalability of their graphics performance. Recently there is a trend to use networked standard PCs to solve this problem. Care must be taken however, because of nonexistent shared memory with clustered PCs. All data and commands have to be sent across the network. It turns out that the removal of the network bottleneck is a challenging problem to solve in this context.In this article we present some approaches for network aware parallel rendering on commodity hardware. These strategies are technological as well as algorithmic solutions.