SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
A Sorting Classification of Parallel Rendering
IEEE Computer Graphics and Applications
A shading language on graphics hardware: the pixelflow shading system
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Load balancing for multi-projector rendering systems
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Pomegranate: a fully scalable graphics architecture
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
WireGL: a scalable graphics system for clusters
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Design and implementation of a large-scale hybrid distributed graphics system
EGPGV '02 Proceedings of the Fourth Eurographics Workshop on Parallel Graphics and Visualization
Research on rendering instruction stream compression in distributed VR continuum
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Parallel-SG: research of parallel graphics rendering system on PC-Cluster
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
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Parallel rendering is used in VR applications that need real time rendering for large-scale scenes or high-resolution display. Sort-first architecture is often used to build high performance parallel graphics rendering systems. Data centralized sort-first systems based on immediate-mode deeply rely on network bandwidth which is likely to become system bottleneck as well as belonging computing of primitives. Architecture of data distributed parallel rendering system based on retained-mode is presented. Geometry data is distributed to rendering nodes and is adjusted between them when viewpoint is changed. Frame-to-frame coherence is efficiently utilized to lower overhead. Cell structure is used to control parallel granularity. The experimental results show that high-resolution display and parallel speedup can be achieved with relatively lower overhead.