A Sorting Classification of Parallel Rendering
IEEE Computer Graphics and Applications
The sort-first rendering architecture for high-performance graphics
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
The design of a parallel graphics interface
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
Tracking graphics state for networked rendering
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Hybrid sort-first and sort-last parallel rendering with a cluster of PCs
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Distributed rendering for scalable displays
Proceedings of the 2000 ACM/IEEE conference on Supercomputing
Automatic alignment of high-resolution multi-projector display using an un-calibrated camera
Proceedings of the conference on Visualization '00
WireGL: a scalable graphics system for 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
Scalable alignment of large-format multi-projector displays using camera homography trees
Proceedings of the conference on Visualization '02
EGVE '03 Proceedings of the workshop on Virtual environments 2003
EGVE '03 Proceedings of the workshop on Virtual environments 2003
Optimized color gamuts for tiled displays
Proceedings of the nineteenth annual symposium on Computational geometry
Software Environments For Cluster-Based Display Systems
CCGRID '01 Proceedings of the 1st International Symposium on Cluster Computing and the Grid
Camera-Based Calibration Techniques for Seamless Multiprojector Displays
IEEE Transactions on Visualization and Computer Graphics
Tools and Applications for Large-Scale Display Walls
IEEE Computer Graphics and Applications
V-Pong: An Immersive Table Tennis Simulation
IEEE Computer Graphics and Applications
Real-Time Interaction with a Humanoid Avatar in an Immersive Table Tennis Simulation
IEEE Transactions on Visualization and Computer Graphics
Optimized visualization for tiled displays
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
Rapid development of user interfaces on cluster-driven wall displays with jBricks
Proceedings of the 3rd ACM SIGCHI symposium on Engineering interactive computing systems
Distributed OpenGL rendering in network bandwidth constrained environments
EG PGV'11 Proceedings of the 11th Eurographics conference on Parallel Graphics and Visualization
International Journal of Human-Computer Studies
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When driving tiled displays using the Chromium's Tilesort-SPU the performance bottlenecks are the client's high utilization caused by expensive sorting and bucketing of geometry and the high bandwidth consumption caused by too many redundant unicast transmissions. We addressed these problems with an implementation of a true point-to-multipoint connection using UDP multicast. A transparent stream cache avoids redundant transmissions of command sequences that are generated by applications several times. In addition, frustum and hardware accelerated occlusion culling methods may be used to eliminate unnecessary transfer of invisible geometry. Finally, a software based method for synchronization of buffer swap operations at all servers was implemented. In a nutshell, for the first time an appropriate combination of our optimizations makes it possible to render large scenes synchronously on an arbitrary number of tiles at nearly constant performance.