Paper
19 March 2004 MSPR: a retained-mode-based multiscreen parallel rendering system
Chao Li, Zhefan Jin, Xiaohong Jiang, Jiaoying Shi
Author Affiliations +
Proceedings Volume 5444, Fourth International Conference on Virtual Reality and Its Applications in Industry; (2004) https://doi.org/10.1117/12.561129
Event: Fourth International Conference On Virtual Reality and Its Applications in Industry, 2003, Tianjin, China
Abstract
Recent interest in large displays has led to the development of a variety of multi-screen display systems, most of which are comprised of multiple projectors situated for front or rear projection onto a screen to form a large logical display, and each projector is driven by one PC, augmented with high-performance graphics accelerator card. However, most of these systems are immediate-mode based, that is, all geometry data and control information must be sent on the run, and thus the interconnecting network bandwidth between clients and servers has become a fatal bottleneck. In this paper, we describe MSPR, a retained-mode based multi-screen parallel rendering system which offers the programmers with a OpenGL-like API. And the system could be run locally on one PF or parallelly rendered among any number of Computers. The details of data distribution, load balance, interconnecting network architecture, tile mosaic, etc. are hidden from the programmers.
© (2004) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
Chao Li, Zhefan Jin, Xiaohong Jiang, and Jiaoying Shi "MSPR: a retained-mode-based multiscreen parallel rendering system", Proc. SPIE 5444, Fourth International Conference on Virtual Reality and Its Applications in Industry, (19 March 2004); https://doi.org/10.1117/12.561129
Lens.org Logo
CITATIONS
Cited by 5 scholarly publications.
Advertisement
Advertisement
RIGHTS & PERMISSIONS
Get copyright permission  Get copyright permission on Copyright Marketplace
KEYWORDS
Visualization

Projection systems

Computing systems

OpenGL

Telecommunications

Displays

Network architectures

Back to Top