Now showing items 1-16 of 16

    • Approach for software development of parallel real-time VE systems on heterogenous clusters 

      Winkelholz, C.; Alexander, T. (The Eurographics Association, 2002)
      This paper presents our approach for the development of software for parallel real-time virtual environment systems (VE) running on heterogenous clusters of computers. This approach is based on a framework we have developed ...
    • Design and Implementation of A Large-scale Hybrid Distributed Graphics System 

      Yang, Jian; Shi, Jiaoying; Jin, Zhefan; Zhang, Hui (The Eurographics Association, 2002)
      Although modern graphics hardware has strong capability to render millions of triangles within a second, huge scenes are still unable to be rendered in real-time. Lots of parallel and distributed graphics systems are ...
    • Distributed rendering of interactive soft shadows 

      Isard, M.; Shand, M.; Heirich, A. (The Eurographics Association, 2002)
      Recently several distributed rendering systems have been developed which exploit a cluster of commodity computers by connecting host graphics cards over a fast network to form a compositing pipeline. This paper introduces ...
    • Efficient Parallel Implementations for Surface Subdivision 

      Padrón, E. J.; Amor, M.; Bóo, M.; Doallo, R. (The Eurographics Association, 2002)
      Achieving an efficient surface subdivision is an important issue today in computer graphics, geometric modeling, and scientific visualization. In this paper we present two parallel versions of the Modified Butterfly ...
    • An Efficient System for Collaboration in Tele-Immersive Environments 

      Jensen, N.; Olbrich, S.; Pralle, H.; Raasch, S. (The Eurographics Association, 2002)
      The paper describes the development of a high-performance system for visualizing complex scientific models in real-time. The architecure of the system is a client/server model, in which the simulator generates lists of 3D ...
    • Interactive Headlight Simulation - A Case Study of Interactive Distributed Ray Tracing - 

      Benthin, Carsten; Dahmen, Tim; Wald, Ingo; Slusallek, Philipp (The Eurographics Association, 2002)
      Todays rasterization graphics hardware provides impressive speed and features making it the standard tool for interactively visualising virtual prototypes early in the industrial design process. However, due to inherent ...
    • Interactive Ray Tracing of Time Varying Data 

      Reinhard, Erik; Hansen, Charles; Parker, Steve (The Eurographics Association, 2002)
      We present a simple and effective algorithm for ray tracing iso-surfaces of time varying data sets. Each time step is partitioned into separate ranges of potentional iso-surface values. This creates a large number of ...
    • An Interleaved Parallel Volume Renderer With PC-clusters 

      Garcia, Antonio; Shen, Han-Wei (The Eurographics Association, 2002)
      Parallel Volume Rendering has been realized using various load distribution methods that subdivide either the screen, called image-space partitioning, or the volume dataset, called object-space partitioning. The major ...
    • "Kilauea" - Parallel Global Illumination Renderer 

      Kato, Toshi; Saito, Jun (The Eurographics Association, 2002)
      Kilauea is a revolutionary parallel renderer developed at Square USA. The goal of the R&D effort was to create a renderer which can compute global illumination on extremely complex scenes by using affordable PC cluster. ...
    • Mining the Human Genome using Virtual Reality 

      Stolk, Bram; Abdoelrahman, Faizal; Koning, Anton; Wielinga, Paul (The Eurographics Association, 2002)
      The analysis of genomic data and integration of diverse biological data sources has become increasingly difficult for researches in the life sciences. This problem is exacerbated by the speed with which new data is gathered ...
    • A Multi-thread Safe Foundation for Scene Graphs and its Extension to Clusters 

      Voß, G.; Behr, J.; Reiners, D.; Roth, M. (The Eurographics Association, 2002)
      One of the main shortcomings of current scene graphs is their inability to support multi-thread safe data structures. This work describes the general framework used by the OpenSG scene graph system to enable multiple ...
    • An Out-of-core Method for Computing Connectivities of Large Unstructured Meshes 

      Ueng, Shyh-Kuang; Sikorski, K. (The Eurographics Association, 2002)
      Adjacency graphs of meshes are important for visualizing or compressing unstructured scientific data. However, calculating adjacency graphs requires intensive memory space. For large data sets, the calculation becomes very ...
    • Out-Of-Core Sort-First Parallel Rendering for Cluster-Based Tiled Displays 

      Correa, Wagner T.; Klosowski, James T.; Silva, Claudio T. (The Eurographics Association, 2002)
      We present a sort-first parallel system for out-of-core rendering of large models on cluster-based tiled displays. The system is able to render igh-resolution images of large models at interactive frame rates using ...
    • Parallel Performance Optimization of Large-Scale Unstructured Data Visualization for the Earth Simulator 

      Chen, L.; Fujishiro, I.; Nakajima, K. (The Eurographics Association, 2002)
      This paper describes some efficient parallel performance optimization strategies for large-scale unstructured data visualization on SMP cluster machines including the Earth Simulator in Japan. The three-level hybrid ...
    • The Parallelization of the Perspective Shear-Warp Volume Rendering Algorithm 

      Schulze, Jürgen P.; Lang, Ulrich (The Eurographics Association, 2002)
      The shear-warp algorithm for volume rendering is among the fastest volume rendering algorithms. It is an objectorder algorithm, based on the idea of the factorization of the view matrix into a 3D shear and a 2D warp ...
    • Physical cloth simulation on a PC cluster 

      Zara, F.; Faure, F.; Vincent, J-M. (The Eurographics Association, 2002)
      Cloth simulation is of major interest in 3D animation, as it allows the realistic modeling of dressed humans. The goal of our work is to decrease computation time in order to obtain real time dynamics animation. This paper ...