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dc.contributor.authorSamanta, Rudrajiten_US
dc.contributor.authorZheng, Jiannanen_US
dc.contributor.authorFunkhouser, Thomasen_US
dc.contributor.authorLi, Kaien_US
dc.contributor.authorSingh, Jaswinder Palen_US
dc.contributor.editorA. Kaufmann and W. Strasser and S. Molnar and B.- O. Schneideren_US
dc.date.accessioned2014-02-06T15:04:38Z
dc.date.available2014-02-06T15:04:38Z
dc.date.issued1999en_US
dc.identifier.isbn1-58113-170-4en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH99/107-116en_US
dc.description.abstractMulti-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.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleLoad Balancing for Multi-Projector Rendering Systemsen_US
dc.description.seriesinformationSIGGRAPH/Eurographics Workshop on Graphics Hardwareen_US


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