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Title: Tile-based Level of Detail for the Parallel Age

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.

Authors:
;
Publication Date:
Research Org.:
Lawrence Livermore National Lab. (LLNL), Livermore, CA (United States)
Sponsoring Org.:
USDOE
OSTI Identifier:
940881
Report Number(s):
UCRL-JRNL-233845
TRN: US200824%%377
DOE Contract Number:  
W-7405-ENG-48
Resource Type:
Journal Article
Journal Name:
IEEE Transactions on Visualization and Computer Graphics, vol. 13, no. 6, November 1, 2007, pp. 1352-1359
Additional Journal Information:
Journal Volume: 13; Journal Issue: 6
Country of Publication:
United States
Language:
English
Subject:
99 GENERAL AND MISCELLANEOUS; INTERACTIVE DISPLAY DEVICES; MANAGEMENT; COMPUTERS

Citation Formats

Niski, K, and Cohen, J D. Tile-based Level of Detail for the Parallel Age. United States: N. p., 2007. Web.
Niski, K, & Cohen, J D. Tile-based Level of Detail for the Parallel Age. United States.
Niski, K, and Cohen, J D. 2007. "Tile-based Level of Detail for the Parallel Age". United States. https://www.osti.gov/servlets/purl/940881.
@article{osti_940881,
title = {Tile-based Level of Detail for the Parallel Age},
author = {Niski, K and Cohen, J D},
abstractNote = {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.},
doi = {},
url = {https://www.osti.gov/biblio/940881}, journal = {IEEE Transactions on Visualization and Computer Graphics, vol. 13, no. 6, November 1, 2007, pp. 1352-1359},
number = 6,
volume = 13,
place = {United States},
year = {Wed Aug 15 00:00:00 EDT 2007},
month = {Wed Aug 15 00:00:00 EDT 2007}
}