Based on the recent improvements in the price/performance of PC-based graphics accelerators, it is compelling to consider approaches that combine multiple PCs together into a high performance, high resolution, low cost parallel rendering system. We are investigating sort-first approaches to build such a system in which one or more client PCs distribute 3D graphics primitives to multiple server PCs that render images for separate 2D tiles for projection on a display surface. A fundamental challenge in implementing such a system is developing a method to classify 3D graphics primitives according to their overlaps with the 2D screenspace tiles so that every server PC is not required to process every 3D primitive. In this paper, we describe sev...
Volumetric irregular grids are the next frontier to conquer in interactive 3D graphics. Visualizatio...
Tile-based rendering appears to be a promising technique for low-cost, low-power 3D graphics platfor...
Today, expensive high-end graphics machines are losing their competitive edge to clusters of inexpen...
Based on the recent improvements in the price/performance of PC-based graphics accelerators, it is c...
Multi-projector systems are increasingly being used to provide large-scale and high-resolution displ...
Multi-projector systems are increasingly being used to provide large-scale and high-resolution displ...
The ability to render photo-realistic images in real time remains to be something that has yet to be...
This dissertation investigates which parallel algorithms for general-purpose concurrent machines are...
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 ...
We propose a refinement of the Sort-Last algorithms classification based on the scheduling of the re...
SUMMARY We present an adaptive dynamic load balancing scheme for 3D texture based sort-last parallel...
This seminar paper briefly reviewed and discussed the basic concepts of parallel rendering in comput...
While commodity computing and graphics hardware has increased in capacity and dropped in cost, it i...
While commodity computing and graphics hardware has increased in capacity and dropped in cost, it is...
Volumetric irregular grids are the next frontier to conquer in interactive 3D graphics. Visualizatio...
Tile-based rendering appears to be a promising technique for low-cost, low-power 3D graphics platfor...
Today, expensive high-end graphics machines are losing their competitive edge to clusters of inexpen...
Based on the recent improvements in the price/performance of PC-based graphics accelerators, it is c...
Multi-projector systems are increasingly being used to provide large-scale and high-resolution displ...
Multi-projector systems are increasingly being used to provide large-scale and high-resolution displ...
The ability to render photo-realistic images in real time remains to be something that has yet to be...
This dissertation investigates which parallel algorithms for general-purpose concurrent machines are...
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 ...
We propose a refinement of the Sort-Last algorithms classification based on the scheduling of the re...
SUMMARY We present an adaptive dynamic load balancing scheme for 3D texture based sort-last parallel...
This seminar paper briefly reviewed and discussed the basic concepts of parallel rendering in comput...
While commodity computing and graphics hardware has increased in capacity and dropped in cost, it i...
While commodity computing and graphics hardware has increased in capacity and dropped in cost, it is...
Volumetric irregular grids are the next frontier to conquer in interactive 3D graphics. Visualizatio...
Tile-based rendering appears to be a promising technique for low-cost, low-power 3D graphics platfor...
Today, expensive high-end graphics machines are losing their competitive edge to clusters of inexpen...