The Render Cache [1,2] allows the interactive display of very large scenes, rendered with complex global illumination models, by decoupling camera movement from the costly scene sampling process. In this paper, the distributed execution of the individual components of the Render Cache on a PC cluster is shown to be a viable alternative to the shared memory implementation.As the processing power of an entire node can be dedicated to a single component, more advanced algorithms may be examined. Modular functional units also lead to increased flexibility, useful in research as well as industrial applications.We introduce a new strategy for view-driven scene sampling, as well as support for multiple camera viewpoints generated from the same cac...
A major challenge when designing general purpose graphics hardware is to allow efficient access to t...
We present a parallel rendering system for heterogeneous PC clusters to visualize massive models. On...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...
The Render Cache [1,2] allows the interactive display of very large scenes, rendered with complex gl...
International audienceInteractive rendering requires rapid visual feedback. The render cache is a ne...
International audienceInteractive rendering often requires the use of simplified shading algorithms ...
The irradiance cache is an acceleration data structure which caches indirect diffuse samples within ...
Due to the computational expense of high-fidelity graphics, parallel and distributed systems have fr...
The render cache and the edge-and-point image (EPI) are techniques that permit high quality renderi...
We propose a novel method for web-based rendering of highly detailed 3D terrains. The proposed metho...
Systems Modeling and Simulation: Theory and Applications, D.K. Baik(ed.)[[abstract]]In this paper, w...
A well-designed cache system has positive impacts on the 3D real-time rendering engine. As the amoun...
Complex virtual environments often require computational resources exceeding the capabilities of a s...
JuxtaView is a cluster-based application for viewing ultra-high-resolution images on scalable tiled ...
ManuscriptWe present recent results in the application of distributed shared memory to image paralle...
A major challenge when designing general purpose graphics hardware is to allow efficient access to t...
We present a parallel rendering system for heterogeneous PC clusters to visualize massive models. On...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...
The Render Cache [1,2] allows the interactive display of very large scenes, rendered with complex gl...
International audienceInteractive rendering requires rapid visual feedback. The render cache is a ne...
International audienceInteractive rendering often requires the use of simplified shading algorithms ...
The irradiance cache is an acceleration data structure which caches indirect diffuse samples within ...
Due to the computational expense of high-fidelity graphics, parallel and distributed systems have fr...
The render cache and the edge-and-point image (EPI) are techniques that permit high quality renderi...
We propose a novel method for web-based rendering of highly detailed 3D terrains. The proposed metho...
Systems Modeling and Simulation: Theory and Applications, D.K. Baik(ed.)[[abstract]]In this paper, w...
A well-designed cache system has positive impacts on the 3D real-time rendering engine. As the amoun...
Complex virtual environments often require computational resources exceeding the capabilities of a s...
JuxtaView is a cluster-based application for viewing ultra-high-resolution images on scalable tiled ...
ManuscriptWe present recent results in the application of distributed shared memory to image paralle...
A major challenge when designing general purpose graphics hardware is to allow efficient access to t...
We present a parallel rendering system for heterogeneous PC clusters to visualize massive models. On...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...