A Sorting Classification of Parallel Rendering
IEEE Computer Graphics and Applications
Polygon rendering on a stream architecture
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
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HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
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EGPGV '02 Proceedings of the Fourth Eurographics Workshop on Parallel Graphics and Visualization
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VIS '04 Proceedings of the conference on Visualization '04
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VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
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IPDPS '05 Proceedings of the 19th IEEE International Parallel and Distributed Processing Symposium (IPDPS'05) - Papers - Volume 01
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
Sort-First, Distributed Memory Parallel Visualization and Rendering
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
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This paper presents Parallel-SG, a novel high performance parallel graphics rendering system on PC-Cluster. Parallel-SG employs a hybrid sort-first and sort-last architecture based on retained-mode and aims at interactively rendering of large dataset on tiled display wall. Parallel-SG uses a new rendering and scheduling structure, called dynamic rendering team (DRT as abbreviation), which is composed of multiple PCs instead of single PC to act as a rendering node. DRT gives support to two new technologies: a load-balancing strategy based on slave-migration and an optimized parallel Rendering-Composing-Display(R-C-D) pipeline. The load-balancing strategy follows such principle that adaptively maintaining the computational powers of DRTs to achieve good load balance, i. e. to dynamically redistribute slaves in a DRT according to its workload. The optimized parallel R-C-D pipeline reconstructs the serial workflow in a DRT to parallel one, and along with the outer parallel rendering pipelines among DRTs there forms a special nested parallel pipeline architecture, which promotes the whole rendering performance of our system greatly. Experiments show that the proposed Parallel-SG can render over 13M triangles at an average speed of 12 frames per second without accelerating technologies on a tile-display wall of 5*3 projectors array.