While commodity computing and graphics hardware has increased in capacity and dropped in cost, it is still quite difficult to make effective use of such systems for general-purpose parallel visualization and graphics. We describe the results of a recent project that provides a software infrastructure suitable for general-purpose use by parallel visualization and graphics applications. Our work combines and extends two technologies: Chromium, a stream-oriented framework that implements the OpenGL programming interface; and OpenRM Scene Graph, a pipelined-parallel scene graph interface for graphics data management. Using this combination, we implement a sort-first, distributed memory, parallel volume rendering application. We descri...
Traditionally graphics clusters have been employed in real-time visualization of large geometric mod...
This seminar paper briefly reviewed and discussed the basic concepts of parallel rendering in comput...
We describe a novel load-balancing method for sort-first parallel graphics rendering systems. It giv...
While commodity computing and graphics hardware has increased in capacity and dropped in cost, it is...
This paper describes the implementation and performance evaluation of a 3D graphics library that can...
Continuing improvements in CPU and GPU performances as well as increasing multi-core processor and c...
Abstract — Continuing improvements in CPU and GPU performances as well as increasing multi-core proc...
In computer graphics, rendering is the process by which an abstract description of a scene is conver...
We describe a sort-first algorithm for parallel direct volume rendering on GPUs, with the intent of ...
We describe Chromium, a system for manipulating streams of graphics API commands on clusters of work...
The ability to render photo-realistic images in real time remains to be something that has yet to be...
Today, expensive high-end graphics machines are losing their competitive edge to clusters of inexpen...
Multi-projector systems are increasingly being used to provide large-scale and high-resolution displ...
The surface line integral convolution(LIC) visualization technique produces dense visualization of v...
Multi-projector systems are increasingly being used to provide large-scale and high-resolution displ...
Traditionally graphics clusters have been employed in real-time visualization of large geometric mod...
This seminar paper briefly reviewed and discussed the basic concepts of parallel rendering in comput...
We describe a novel load-balancing method for sort-first parallel graphics rendering systems. It giv...
While commodity computing and graphics hardware has increased in capacity and dropped in cost, it is...
This paper describes the implementation and performance evaluation of a 3D graphics library that can...
Continuing improvements in CPU and GPU performances as well as increasing multi-core processor and c...
Abstract — Continuing improvements in CPU and GPU performances as well as increasing multi-core proc...
In computer graphics, rendering is the process by which an abstract description of a scene is conver...
We describe a sort-first algorithm for parallel direct volume rendering on GPUs, with the intent of ...
We describe Chromium, a system for manipulating streams of graphics API commands on clusters of work...
The ability to render photo-realistic images in real time remains to be something that has yet to be...
Today, expensive high-end graphics machines are losing their competitive edge to clusters of inexpen...
Multi-projector systems are increasingly being used to provide large-scale and high-resolution displ...
The surface line integral convolution(LIC) visualization technique produces dense visualization of v...
Multi-projector systems are increasingly being used to provide large-scale and high-resolution displ...
Traditionally graphics clusters have been employed in real-time visualization of large geometric mod...
This seminar paper briefly reviewed and discussed the basic concepts of parallel rendering in comput...
We describe a novel load-balancing method for sort-first parallel graphics rendering systems. It giv...