2007
DOI: 10.1109/tvcg.2007.1049
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Garuda: A Scalable Tiled Display Wall Using Commodity PCs

Abstract: Cluster-based tiled display walls can provide cost-effective and scalable displays with high resolution and a large display area. The software to drive them needs to scale too if arbitrarily large displays are to be built. Chromium is a popular software API used to construct such displays. Chromium transparently renders any OpenGL application to a tiled display by partitioning and sending individual OpenGL primitives to each client per frame. Visualization applications often deal with massive geometric data wi… Show more

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Cited by 40 publications
(13 citation statements)
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“…GPU-enhanced systems have traditionally been deployed for parallel rendering (Humphreys et al, 2002;van der Schaaf et al, 2006) and scientific visualisation (Kirchner et al, 2003;Nirnimesh et al, 2007). One of the largest examples is 'gauss', a 256 node cluster installed by GraphStream at Lawrence Livermore National Laboratory (GraphStream, Inc., 2006).…”
Section: Related Workmentioning
confidence: 99%
“…GPU-enhanced systems have traditionally been deployed for parallel rendering (Humphreys et al, 2002;van der Schaaf et al, 2006) and scientific visualisation (Kirchner et al, 2003;Nirnimesh et al, 2007). One of the largest examples is 'gauss', a 256 node cluster installed by GraphStream at Lawrence Livermore National Laboratory (GraphStream, Inc., 2006).…”
Section: Related Workmentioning
confidence: 99%
“…Specific examples include rendering every Nth frame or distributing primitives to different pipelines based on screen space. Some of these systems and APIs like Chromium [8], Garuda [9], NetJuggler [2], CGLX [3] and Equalizer [5] provide scalable rendering on shared memory systems.…”
Section: Prior Workmentioning
confidence: 99%
“…The Garuda system [9] provides a scalable, geometry managed display wall. This is a cluster-based tiled display wall which uses an Adaptive Culling algorithm to determine the objects visible to each display-tile.…”
Section: Prior Workmentioning
confidence: 99%
“…The approach is more general, and data distribution can follow sort-first, sort-last or hybrid strategies [15,16]. Data can be distributed in a transparent manner by intercepting calls at the graphics API level [11] or at the display manager level [17], as well as by implementing data distribution features at the scene graph level, as in OpenSG [18], Szyzygy [19], Blue-C [20], and Garuda [21]. Managing data distribution at the scene description level requires more application programmer effort, but offers more optimization opportunities, since data transfers can be performed at coarser scales, and high-level object structures can be exploited by culling algorithms to reduce network requirements.…”
Section: Related Workmentioning
confidence: 99%
“…Managing data distribution at the scene description level requires more application programmer effort, but offers more optimization opportunities, since data transfers can be performed at coarser scales, and high-level object structures can be exploited by culling algorithms to reduce network requirements. Our approach follows an object-based server-push philosophy, similar to the one employed in Garuda [21], that exploits client and server object caches and multicasting to reduce network load. However, our system is tailored to render massive models on a light field display, in which all rendering clients almost fully share the same view, and must use specialized techniques to adapt and project geometry onto the display.…”
Section: Related Workmentioning
confidence: 99%