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
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
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
A data distributed sort-first parallel rendering system for VR applications
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Hi-index | 0.00 |
Distributed parallel rendering is used extensively in VR continuums to provide high performance graphics capability. Compressing rendering instruction stream could alleviate the system's bottleneck of network bandwidth. Parameters of rendering instructions have rich semantics which makes simple solutions not competent. A systematic solution for rendering instruction stream compression is presented which uses multiple approaches to deal with different kinds of data. LZW method is used for op-code compression. A sphere symmetric grid method is used for normal compression. Predicting delta coding with DPCM model is used for position and color compression with four kinds of predictors and an adaptive quantization method. Test results show that the average length of single instruction is compressed to 1/3 with almost no loss of visual quality.