We present a scene graph architecture that features and supports parallelism at multiple levels. Hierarchical parallelism increases overall end-to-end throughput at each stage of the graphics pipeline, from database creation through rendering. A thread-safe scene graph is the fundamental data structure in our design model. Multiple rendering engines may simultaneously read from the scene graph, and multiple application threads may simultaneously write to the scene graph. Each rendering engine in this architecture is itself a multistage, multithreaded software component that draws to separate hardware-accelerated displays. We describe the data structures and access methods that provide thread safety amongst multiple rendering engines and out...
Today's PCs incorporate multiple CPUs and GPUs and are easily arranged in clusters for high-performa...
Extended version of NPC 2007 article.International audienceThis paper focuses on parallel interactiv...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
One of the main shortcomings of current scene graphs is their inability to support multi-thread safe...
In computer graphics, rendering is the process by which an abstract description of a scene is conver...
Abstract A large number of rendering and graphics applications developed in research and industry ar...
While commodity computing and graphics hardware has increased in capacity and dropped in cost, it is...
The support for multi-threaded applications in current scene graphs is very limited, if it is suppor...
To design objects or entire scenes in real time with free-form surfaces makes a shifting process to ...
While commodity computing and graphics hardware has increased in capacity and dropped in cost, it i...
We present a novel method for massively parallel hierarchical scene processing on the GPU, which is ...
This dissertation addresses a growing challenge of visualizing and modifying massive 3D geometric mo...
ii Interactive display of three-dimensional geometry has become increasingly popular over the past d...
Graphics systems use many advanced techniques that enable to model and visualize a virtual scene wit...
We describe a parallel framework for interactive smooth rendering of massive terrains. We define a p...
Today's PCs incorporate multiple CPUs and GPUs and are easily arranged in clusters for high-performa...
Extended version of NPC 2007 article.International audienceThis paper focuses on parallel interactiv...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
One of the main shortcomings of current scene graphs is their inability to support multi-thread safe...
In computer graphics, rendering is the process by which an abstract description of a scene is conver...
Abstract A large number of rendering and graphics applications developed in research and industry ar...
While commodity computing and graphics hardware has increased in capacity and dropped in cost, it is...
The support for multi-threaded applications in current scene graphs is very limited, if it is suppor...
To design objects or entire scenes in real time with free-form surfaces makes a shifting process to ...
While commodity computing and graphics hardware has increased in capacity and dropped in cost, it i...
We present a novel method for massively parallel hierarchical scene processing on the GPU, which is ...
This dissertation addresses a growing challenge of visualizing and modifying massive 3D geometric mo...
ii Interactive display of three-dimensional geometry has become increasingly popular over the past d...
Graphics systems use many advanced techniques that enable to model and visualize a virtual scene wit...
We describe a parallel framework for interactive smooth rendering of massive terrains. We define a p...
Today's PCs incorporate multiple CPUs and GPUs and are easily arranged in clusters for high-performa...
Extended version of NPC 2007 article.International audienceThis paper focuses on parallel interactiv...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...