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Issue No.06 - November/December (2007 vol.13)
pp: 1352-1359
ABSTRACT
Today's PCs incorporate multiple CPUs and GPUs and are easily arranged in clusters for high-performance, interactive graphics. We present an approach based on hierarchical, screen-space tiles to parallelizing rendering with level of detail. Adapt tiles, render tiles, and machine tiles are associated with CPUs, GPUs, and PCs, respectively, to efficiently parallelize the workload with good resource utilization. Adaptive tile sizes provide load balancing while our level of detail system allows total and independent management of the load on CPUs and GPUs. We demonstrate our approach on parallel configurations consisting of both single PCs and a cluster of PCs.
INDEX TERMS
Level of detail, out-of-core, distributed, parallel, geometry image.
CITATION
Krzysztof Niski, Jonathan D. Cohen, "Tile-based Level of Detail for the Parallel Age", IEEE Transactions on Visualization & Computer Graphics, vol.13, no. 6, pp. 1352-1359, November/December 2007, doi:10.1109/TVCG.2007.70587
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