We describe a novel load-balancing method for sort-first parallel graphics rendering systems. It gives up geometry data which could be very large and tends to cause unacceptable cost. Instead it takes rendering time as the measurement of render nodes’ work load and produces new screen decomposition using a time-to-space algorithm. Test results show that the geometry data independent method is very effective
Volumetric irregular grids are the next frontier to conquer in interactive 3D graphics. Visualizatio...
A method is outlined for optimising graph partitions which arise in mapping unstructured mesh calcul...
Today, expensive high-end graphics machines are losing their competitive edge to clusters of inexpen...
We describe a novel load-balancing method for sort-first parallel graphics rendering systems. It giv...
We describe a sort-first algorithm for parallel direct volume rendering on GPUs, with the intent of ...
SUMMARY We present an adaptive dynamic load balancing scheme for 3D texture based sort-last parallel...
Load balancing algorithms improve a program`s performance on unbalanced datasets, but can degrade pe...
Sort-last parallel rendering using a cluster of GPUs has been widely used as an efficient method for...
Multi-projector systems are increasingly being used to provide large-scale and high-resolution displ...
While commodity computing and graphics hardware has increased in capacity and dropped in cost, it is...
While commodity computing and graphics hardware has increased in capacity and dropped in cost, it i...
Multi-projector systems are increasingly being used to provide large-scale and high-resolution displ...
Based on the recent improvements in the price/performance of PC-based graphics accelerators, it is c...
Sort-first or image space parallel rendering has been the subject of a significant amount of researc...
This paper presents the design and performance of a new parallel graphics renderer for 3D images. Th...
Volumetric irregular grids are the next frontier to conquer in interactive 3D graphics. Visualizatio...
A method is outlined for optimising graph partitions which arise in mapping unstructured mesh calcul...
Today, expensive high-end graphics machines are losing their competitive edge to clusters of inexpen...
We describe a novel load-balancing method for sort-first parallel graphics rendering systems. It giv...
We describe a sort-first algorithm for parallel direct volume rendering on GPUs, with the intent of ...
SUMMARY We present an adaptive dynamic load balancing scheme for 3D texture based sort-last parallel...
Load balancing algorithms improve a program`s performance on unbalanced datasets, but can degrade pe...
Sort-last parallel rendering using a cluster of GPUs has been widely used as an efficient method for...
Multi-projector systems are increasingly being used to provide large-scale and high-resolution displ...
While commodity computing and graphics hardware has increased in capacity and dropped in cost, it is...
While commodity computing and graphics hardware has increased in capacity and dropped in cost, it i...
Multi-projector systems are increasingly being used to provide large-scale and high-resolution displ...
Based on the recent improvements in the price/performance of PC-based graphics accelerators, it is c...
Sort-first or image space parallel rendering has been the subject of a significant amount of researc...
This paper presents the design and performance of a new parallel graphics renderer for 3D images. Th...
Volumetric irregular grids are the next frontier to conquer in interactive 3D graphics. Visualizatio...
A method is outlined for optimising graph partitions which arise in mapping unstructured mesh calcul...
Today, expensive high-end graphics machines are losing their competitive edge to clusters of inexpen...