IEEE Visualization 2005 - (VIS'05)
DOI: 10.1109/vis.2005.6
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A Shader-Based Parallel Rendering Framework

Abstract: Existing parallel or remote rendering solutions rely on communicating pixels, OpenGL commands, scene-graph changes or application-specific data. We propose an intermediate solution based on a set of independent graphics primitives that use hardware shaders to specify their visual appearance. Compared to an OpenGL based approach, it reduces the complexity of the model by eliminating most fixed function parameters while giving access to the latest functionalities of graphics cards. It also suppresses the OpenGL … Show more

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Cited by 12 publications
(12 citation statements)
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References 33 publications
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“…To distribute efficiently the rendering part, we use FlowVR Render [38]. Existing parallel or remote rendering solutions rely on communicating pixels, OpenGL commands, scene-graph changes or applicationspecific data.…”
Section: Flowvr Rendermentioning
confidence: 99%
“…To distribute efficiently the rendering part, we use FlowVR Render [38]. Existing parallel or remote rendering solutions rely on communicating pixels, OpenGL commands, scene-graph changes or applicationspecific data.…”
Section: Flowvr Rendermentioning
confidence: 99%
“…it contains all data (meshes, textures, etc.) and codes (shaders) necessary for rendering, including its position in the scene [1]. Thus, a rendering component just has the responsibility of rendering the primitives it receives.…”
Section: Architecturementioning
confidence: 99%
“…To our knowledge, the collaborative geoscience experiment between UC Berkeley and UC Davis is one of the few tele-immersive experiments involving complex data 1 .Two persons are interacting around a scientific data set, one being present through its 3D model computed from a multi-camera system, while the other is immersed in a CAVE. This paper and the attached video show that associating multi-camera 3D modeling, data grid and interactions can lead to a rich 3D multimedia experience.…”
Section: Introductionmentioning
confidence: 99%
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“…We use a new framework [2], allowing to use a different scheme for each part of the scene. Large static objects, such as the landscape, use a replicated scheme so that they are sent locally on each PC.…”
Section: Multi-projector Visualizationmentioning
confidence: 99%