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Distributed rendering of interactive soft shadows
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Source Eurographics Symposium on Parallel Graphics and Visualization; Vol. 29 archive
Proceedings of the Fourth Eurographics Workshop on Parallel Graphics and Visualization table of contents
Blaubeuren, Germany
SESSION: Parallel rendering table of contents
Pages: 71 - 76  
Year of Publication: 2002
ISBN:1-58113-579-3
Authors
M. Isard  Compaq Computer Corporation and Microsoft Research
M. Shand  Compaq Computer Corporation
A. Heirich  Compaq Computer Corporation
Sponsor
EUROGRAPH : Eurographics Organization
Publisher
Eurographics Association  Aire-la-Ville, Switzerland, Switzerland
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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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Collaborative Colleagues:
M. Isard: colleagues
M. Shand: colleagues
A. Heirich: colleagues