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ABSTRACT
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 a new algorithm which takes advantage of the programmable compositing operators in these systems to improve the performance of rendering multiple shadow-maps, for example to produce approximate soft shadows. With an nVidia GeForce4 Ti graphics card the new algorithm reduces the number of required render nodes by nearly a factor of four compared with a naive approach. We show results that yield interactive-speed rendering of 32 shadows on a 9-node Sepia2a distributed rendering cluster.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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C. Everitt. Order independent transparency. Technical report, nVidia, developer.nvidia.com
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C. Everitt and M. J. Kilgard. Practical and robust stenciled shadow volumes for hardware-accelerated rendering. Technical report, nVidia, developer.nvidia.com
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C. Everitt, A. Rege, and C. Cebenoyan. Hardware shadow mapping. Technical report, nVidia, developer.nvidia.com
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Gordon Stoll , Matthew Eldridge , Dan Patterson , Art Webb , Steven Berman , Richard Levy , Chris Caywood , Milton Taveira , Stephen Hunt , Pat Hanrahan, Lightning-2: a high-performance display subsystem for PC clusters, Proceedings of the 28th annual conference on Computer graphics and interactive techniques, p.141-148, August 2001
[doi> 10.1145/383259.383273]
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