Load Balancing for Multi-Projector Rendering Systems (English)

In: Graphics Hardware   ;  107-116  ;  1999

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Multi-projector systems are increasingly being used to provide large-scale and high-resolution displays for next-generation interactive 3D graphics applications, including large-scale data visualization, immersive virtual environments, and collaborative design. These systems must include a very high-performance and scalable 3D rendering subsystem in order to generate high-resolution images at real-time frame rates. This paper describes a sort-first parallel rendering system for a scalable display wall system built with a network of PCs, graphics accelerators, and portable projectors. The main challenge is to develop scalable algorithms to partition and assign rendering tasks effectively under the performance and functionality constraints of system area networks, PCs, and commodity 3-D graphics accelerators. We have developed three coarse-grained partitioning algorithms, incorporated them into a working prototype system, and run initial experiments aimed at evaluating algorithmic trade-offs and performance bottlenecks in such a system. Results of our experiments indicate that the coarse-grained characteristics of the sort-first architecture are well suited for constructing a parallel rendering system running on a PC cluster.

Table of contents conference proceedings

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A Low-Cost Memory Architecture For PCI-Based Interactive Ray Casting
Doggett, Michael / Meißner, Michael / Kanust, Urs | 1999
Hybrid Volume and Polygon Rendering with Cube Hardware
Kreeger, Kevin / Kaufman, Arie | 1999
TRIANGLECASTER Extensions To 3BTexturing Units For Accelerated Volume Rendering
Knittel, Gunter | 1999
TriangleCaster - Extensions to 3D-Texturing Units For Accelerated Volume Rendering
Knittel, G. / SIGGRAPH / European Association for Computer Graphics | 1999
Fast Footprint MlPmapping
Hüttner, Tobias / Straßer, Wolfgang | 1999
Fast Footprint MIPmapping
Huttner, T. / Strasser, W. / SIGGRAPH / European Association for Computer Graphics | 1999
Antialiased Parameterized Solid Texturing Simplified for Consumer- Level Hardware Implementation
Hart, John C. / Carr, Nate / Karneya, Masaki / Tibbitts, Stephen A. / Coleman, Terrance J. | 1999
Multiresolution Rendering With Displacement Mapping
Gumhold, Stefan / Hüttner, Tobias | 1999
Optimal Depth Buffer for Low-Cost Graphics Hardware
Lapidous, Eugene / Jiao, Guofang | 1999
Adaptive Hierarchical Visibility in a Tiled Architecture
Xie, Feng / Shantz, Michael | 1999
Z3: An Economical Hardware Technique for High-Quality Antialiasing and Transparency
Jouppi, Norman P. / Chang, Chun-Fa | 1999
Parallel Texture Caching
lgehy, Homan / Eldridge, Matthew / Hanrahan, Pat | 1999
Load Balancing for Multi-Projector Rendering Systems
Samanta, Rudrajit / Zheng, Jiannan / Funkhouser, Thomas / Li, Kai / Singh, Jaswinder Pal | 1999
Texture Shaders
McCool, Michael D. / Heidrich, Wolfgang | 1999