Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
Optimized view frustum culling algorithms for bounding boxes
Journal of Graphics Tools
VG '03 Proceedings of the 2003 Eurographics/IEEE TVCG Workshop on Volume graphics
VR '03 Proceedings of the IEEE Virtual Reality 2003
The CaveUT system: immersive entertainment based on a game engine
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
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Recently, PC clusters have been used to construct CAVE-like immersive projection displays. However, in order to improve the rendering performance of PC cluster-based CAVE systems, the number of node PCs should be increased in accordance with the number of screens that are included. In this research, a mechanism for dynamic load-balanced rendering in a PC cluster system incorporating an arbitrary number of nodes was developed. This system constructs the cluster system by using a chain connection-type compositor board, whereby load-balancing can be controlled dynamically in response to the movement of the virtual objects or of the user's viewpoint. This paper describes the implementation of this dynamic load-balanced rendering method and presents the results of an evaluation experiment.