Hierarchical image caching for accelerated walkthroughs of complex environments
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HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
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Using high-speed WANs and network data caches to enable remote and distributed visualization
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Scalable interactive volume rendering using off-the-shelf components
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Image caching algorithms and strategies for real time rendering of complex virtual environments
AFRIGRAPH '01 Proceedings of the 1st international conference on Computer graphics, virtual reality and visualisation
Tapestry: A Dynamic Mesh-based Display Representation for Interactive Rendering
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Multi-layered image caching for distributed rendering of large multiresolution datasets
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
A preview and exploratory technique for large-scale scientific simulations
EG PGV'11 Proceedings of the 11th Eurographics conference on Parallel Graphics and Visualization
An exploratory technique for coherent visualization of time-varying volume data
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
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We introduce a multi-layered image cache system that is designed to work with a pool of rendering engines to facilitate a frame-less, asynchronous rendering environment for scientific visualization. Our system decouples the rendering from the display of imagery at many levels; it decouples render frequency and resolution from display frequency and resolution; allows asynchronous transmission of imagery instead of the compute-send cycle of standard parallel systems; and allows local, incremental refinement of imagery without requiring all imagery to be re-rendered. Interactivity is accomplished by maintaining a set of image tiles for display while the production of imagery is performed by a pool of processors. The image tiles are placed in fixed places in camera (vs. world) space to eliminate occlusion artifacts. Display quality is improved by increasing the number of image tiles and imagery is refreshed more frequently by decreasing the number of image tiles.