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IEEE Virtual Reality Conference 2003 (VR 2003)
Los Angeles, CA
March 22-March 26
ISBN: 0-7695-1882-6
| ASCII Text | x | ||
| Bruno Raffin, Marcello Knorich Zuffo, Hank Kerzmarski, Zhingeng Pan, "Commodity Clusters for Virtual Reality," Virtual Reality Conference, IEEE, pp. 307, IEEE Virtual Reality Conference 2003 (VR 2003), 2003. | |||
| BibTex | x | ||
| @article{ 10.1109/VR.2003.1191187, author = {Bruno Raffin and Marcello Knorich Zuffo and Hank Kerzmarski and Zhingeng Pan}, title = {Commodity Clusters for Virtual Reality}, journal ={Virtual Reality Conference, IEEE}, volume = {0}, year = {2003}, issn = {1087-8270}, pages = {307}, doi = {http://doi.ieeecomputersociety.org/10.1109/VR.2003.1191187}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, } | |||
| RefWorks Procite/RefMan/Endnote | x | ||
| TY - CONF JO - Virtual Reality Conference, IEEE TI - Commodity Clusters for Virtual Reality SN - 1087-8270 SP EP A1 - Bruno Raffin, A1 - Marcello Knorich Zuffo, A1 - Hank Kerzmarski, A1 - Zhingeng Pan, PY - 2003 KW - null VL - 0 JA - Virtual Reality Conference, IEEE ER - | |||
Multiprojection Immersive Environments are used in many applications ranging from science, engineering and art. Such VR-oriented systems have traditionally been powered by high-end graphics workstations or supercomputers, but, recently, clusters of commodity computers (such as PCs, Macs, and low cost workstations) have become a practical alternative. The advantages of a commodity cluster include low cost, flexibility, access to technology, and performance scalability. The workshop will be divided in three parts. An introductory tutorial on VR clustering technologies will cover hardware and software issues and will emphasize free software solutions. The second part will consist of 20-minute presentations on specific commodity technologies as applied to virtual reality. An open panel discussion will close the workshop.
Citation:
Bruno Raffin, Marcello Knorich Zuffo, Hank Kerzmarski, Zhingeng Pan, "Commodity Clusters for Virtual Reality," vr, pp.307, IEEE Virtual Reality Conference 2003 (VR 2003), 2003
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