Hierarchical Z-buffer visibility
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
InfiniteReality: a real-time graphics system
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Extending graphics hardware for occlusion queries in OpenGL
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Lightning-2: a high-performance display subsystem for PC 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
Efficient Occlusion Culling for Z-Buffer Systems
CGI '99 Proceedings of the International Conference on Computer Graphics
Designing graphics architectures around scalability and communication
Designing graphics architectures around scalability and communication
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In this paper we present a new global hierarchical Z-space sort-last algorithm for cluster parallel graphics architectures that improves upon algorithms used so far for high performance super-graphics. The new algorithm bypasses limitations of sort-last tile based parallelization paradigms, and solves some known Z-space parallelization inefficiencies. The algorithm is implemented as a global hierarchical-Z system which allows GPUs to perform high frequency global intra-frame Z-culling and distributed final frame Z-determination. The new algorithm allows for full one-to-one process-GPU coupling with minimal inter-process and inter-GPU communications. This enables maximal input bandwidth, maximum GPU utilization levels, near optimal load balances and improved efficiency when scaled to larger configurations.