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dc.contributor.authorSchaaf, Tom van deren_US
dc.contributor.authorKoutek, Michalen_US
dc.contributor.authorBal, Henrien_US
dc.contributor.editorAlan Heirich and Bruno Raffin and Luis Paulo dos Santosen_US
dc.date.accessioned2014-01-26T16:30:49Z
dc.date.available2014-01-26T16:30:49Z
dc.date.issued2006en_US
dc.identifier.isbn3-905673-40-1en_US
dc.identifier.issn1727-348Xen_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGPGV/EGPGV06/137-144en_US
dc.description.abstractIn the fields of high performance computing and distributed rendering, there is a great need for a flexible and scalable architecture that supports coupling of parallel simulations to commodity visualization clusters. The most popular architecture that allows such flexibility, called Chromium, is a parallel implementation of OpenGL. It has sufficient performance on applications with static scenes, but in case of more dynamic content this approach often fails. We have developed Aura, a distributed scene graph library, which allows optimized performance for both static and more dynamic scenes. In this paper we compare the performance of Chromium and Aura. For our performance tests, we have selected a dynamic particle system application, which reveals several issues with the Chromium approach of implementing the OpenGL API. Because our distributed scene graph architecture was designed with a different approach, the test results will show that it performs better on this application.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleParallel Particle Rendering: a Performance Comparison between Chromium and Auraen_US
dc.description.seriesinformationEurographics Symposium on Parallel Graphics and Visualizationen_US


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