The Cross Platform Cluster graphics Library (CGLX) is a flexible and transparent OpenGL-based graphics framework for distributed, high-performance visualization systems. CGLX allows OpenGL based applications to utiliz...
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The Cross Platform Cluster graphics Library (CGLX) is a flexible and transparent OpenGL-based graphics framework for distributed, high-performance visualization systems. CGLX allows OpenGL based applications to utilize massively scalable visualization clusters such as multiprojector or high-resolution tiled display environments and to maximize the achievable performance and resolution. The framework features a programming interface for hardware-accelerated rendering of OpenGL applications on visualization clusters, mimicking a GLUT-like (OpenGL-Utility-Toolkit) interface to enable smooth translation of single-node applications to distributed parallel rendering applications. CGLX provides a unified, scalable, distributed OpenGL context to the user by intercepting and manipulating certain OpenGL directives. CGLX's interception mechanism, in combination with the core functionality for users to register callbacks, enables this framework to manage a visualization grid without additional implementation requirements to the user. Although CGLX grants access to its core engine, allowing users to change its default behavior, general development can occur in the context of a standalone desktop. The framework provides an easy-to-use graphical user interface (GUI) and tools to test, setup, and configure a visualization cluster. This paper describes CGLX's architecture, tools, and systems components. We present performance and scalability tests with different types of applications, and we compare the results with a Chromium-based approach.
Most distributed Virtual Environments use ad hoc protocols to share resources and synchronize interaction over a common virtual world. In this scenario, it is difficult to use new virtual reality devices if they have ...
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Most distributed Virtual Environments use ad hoc protocols to share resources and synchronize interaction over a common virtual world. In this scenario, it is difficult to use new virtual reality devices if they have not been taken into account since the beginning. This paper shows how to manage virtual reality devices as federate resources in a virtual world using the HLA-RTI standard architecture. This approach has been used as a framework to build simulators for training workers in civil engineering. (C) 2009 Elsevier B.V. All rights reserved.
A room-sized, walk-in virtual reality (VR) display is to a typical computer screen what a supercomputer is to a laptop computer. It is a vastly more complex system to design, house, optimize, make usable, and maintain...
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A room-sized, walk-in virtual reality (VR) display is to a typical computer screen what a supercomputer is to a laptop computer. It is a vastly more complex system to design, house, optimize, make usable, and maintain. 17 years of designing and implementing room-sized "CAVE" VR systems have led to significant new advances in visual and audio Fidelity. CAVEs are a challenge to construct because their hundreds of constituent components are mostly adapted off-the-shelf technologies that were designed for other uses. The integration of these components and the building of certain critical custom parts like screens involve years of research and development for each new generation of CAVEs. The difficult issues and compromises achieved and deemed acceptable are of keen interest to the relatively small community of VR experimentalists, but also may be enlightening to a broader group of computer scientists not familiar with the barriers to implementing virtual reality and the technical reasons these barriers exist. The StarCAVE, a 3rd-generation CAVE, is a 5-wall plus floor projected virtual reality room, operating at a combined resolution of similar to 68 million pixels, similar to 34 million pixels per eye, distributed over 15 rear-projected wall screens and 2 down-projected floor screens. The StarCAVE offers 20/40 vision in a fully horizontally enclosed space with a diameter of 3 m and height of 3.5 m. Its 15 wall screens are newly developed 1.3 m x 2 in non-depolarizing high-contrast rear-projection screens, stacked three high, with the bottom and top trapezoidal screens tilted inward by 15 degrees to increase immersion, while reducing stereo ghosting. The non-depolarizing, wear-resistant floor screens are lit from overhead. Digital audio sonification is achieved using surround speakers and wave field synthesis, while user interaction is provided via a wand and multi-camera, wireless tracking system. (C) 2008 Elsevier B.V. All rights reserved.
For a client-server-based view-dependent rendering system, the overhead of view-dependent rendering and the network latency are major obstacles in achieving interactivity. In this paper, we first present a multiresolu...
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For a client-server-based view-dependent rendering system, the overhead of view-dependent rendering and the network latency are major obstacles in achieving interactivity. In this paper, we first present a multiresolution hierarchy traversal management strategy to control the overhead of view-dependent rendering for low-capacity clients. Then, we propose a predictive parallel strategy to overcome the network latency for client-server-based view-dependent multiresolution rendering systems. Our solution is to make the client process and the server process run in parallel using the rendering time to cover the network latency. For networks with long round-trip times, we manage to overlap the network latency for one frame with the rendering time for multiple frames. View parameter prediction is incorporated to make the parallelism of the client and the server feasible. In order to maintain an acceptable view-dependent rendering quality in the network environment, we develop a synchronization mechanism and a dynamic adjustment mechanism to handle the transient network slowdowns and the changes in the network condition. Our experimental results, in comparison with the sequential method, show that our predictive parallel approach can achieve an interactive frame rate while keeping an acceptable rendering quality for large triangle models over networks with relatively long round-trip times.
The new generation astronomy digital archives cover large area of the sky at fine resolution in many wavelengths from ultraviolet through optical and infrared. For instance, one of these projects the Sloan Digital Sky...
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ISBN:
(纸本)9788086943145
The new generation astronomy digital archives cover large area of the sky at fine resolution in many wavelengths from ultraviolet through optical and infrared. For instance, one of these projects the Sloan Digital Sky Survey is creating a detailed catalog covering more than a quarter of the sky with images measured with five different filters. The size of the data set can be measured in terabytes. These archives enable astronomers to explore the data for their research. However, virtually walking through these huge data sets also enables to visualize the beauty of the Universe and raises problems which can be interesting for people related to computer graphics. In this paper we present a technique for parallel visualization of large-scale scattered astrophysical data that has wide-spectrum photometric property. Our method performs sort-last parallel particle rendering using hierarchical, static data distribution;and its performance scales up linearly by increasing the number of the rendering nodes. It also enables setting the color matching function in the rendering phase and as well as altering the distance calculation formulae that calculates spatial coordinates from the redshift - all interactively.
We describe a sort-last parallel volume rendering system based on single pass volume raycasting performed in the fragment shader unit. The architecture is aimed for displaying data sets that utilize the total distribu...
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We describe a sort-last parallel volume rendering system based on single pass volume raycasting performed in the fragment shader unit. The architecture is aimed for displaying data sets that utilize the total distributed texture memory at interactive framerates. We use non-uniform texture bricks that are constructed and distributed by means of a kd-tree to employ object space partitioning. They are further used for implementing empty-space-skipping and a load balancing mechanism, which also makes use of the kd-tree, to increase the overall performance of the rendering system. Performance numbers are given for a mid-range GPU-cluster system consisting of eight render nodes with an Infiniband interconnection. (c) 2007 Elsevier B.V. All rights reserved.
distributed virtual environment (DVE) systems allow multiple users working on different client computers interconnected through different networks to interact in a shared virtual world. In these systems, latency is cr...
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distributed virtual environment (DVE) systems allow multiple users working on different client computers interconnected through different networks to interact in a shared virtual world. In these systems, latency is crucial for providing an acceptable quality of service (QoS), since it determines how fast client computers are reported about changes in the shared virtual scene produced by other client computers. This paper presents in a unified manner a partitioning approach for providing a latency below a threshold to the maximum number of users as possible in DVE systems. This partitioning approach searches the assignment of avatars, which represents the best trade-off among system latency, system throughput, and partitioning efficiency when solving the partitioning problem. Evaluation results show that the proposed approach not only maximizes system throughput, but also allows the system to satisfy, if possible, any specific latency requirement needed for providing QoS. This improvement is achieved without decreasing either image resolution or quality of animation, and it can be used together with other techniques already proposed. Therefore, it can contribute to provide QoS in DVEs.
Large-scale simulation codes typically execute for extended periods of time and often on distributed computational resources. Because these simulations can run for hours, or even days, scientists like to get feedback ...
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Large-scale simulation codes typically execute for extended periods of time and often on distributed computational resources. Because these simulations can run for hours, or even days, scientists like to get feedback about the state of the computation and the validity of its results as it runs. It is also important that these capabilities be made available with little impact on the performance and stability of the simulation. Visualizing and exploring data in the early stages of the simulation can help scientists identify problems early, potentially avoiding a situation where a simulation runs for several days, only to discover that an error with an input parameter caused both time and resources to be wasted. We describe an application that aids in the monitoring and analysis of a simulation of the human arterial tree. The application provides researchers with high-level feedback about the state of the ongoing simulation and enables them to investigate particular areas of interest in greater detail. The application also offers monitoring information about the amount of data produced and data transfer performance among the various components of the application.
In this paper, we report on the realization of an immersive table tennis simulation. After describing the hardware necessities of our system, we give insight into different aspects of the simulation. In particular, th...
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In this paper, we report on the realization of an immersive table tennis simulation. After describing the hardware necessities of our system, we give insight into different aspects of the simulation. In particular, the developed methods for collision detection and physical simulation are presented. The design of the virtual opponent is of crucial importance to realize an enjoyable game. Therefore, we report on the implemented game strategy and the animation of the opponent. Since table tennis is one of the fastest sports, the synchronization of the human player's movements and the visual output on the projection wall is a very challenging problem to solve. To overcome the latencies in our system, we designed a prediction method that allows high speed interaction with our application.
In this paper, we discuss data transmission in telepresence environments for collaborative virtual reality applications. We analyze data streams in the context of networked virtual environments and classify them accor...
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In this paper, we discuss data transmission in telepresence environments for collaborative virtual reality applications. We analyze data streams in the context of networked virtual environments and classify them according to their traffic characteristics. Special emphasis is put on geometry-enhanced (3D) video. We review architectures for real-time 3D video pipelines and derive theoretical bounds on the minimal system latency as a function of the transmission and processing delays. Furthermore, we discuss bandwidth issues of differential update coding for 3D video. In our telepresence system - the blue-c - we use a point-based 3D video technology which allows for differentially encoded 3D representations of human users. While we discuss the considerations which lead to the design of our three-stage 3D video pipeline, we also elucidate some critical implementation details regarding decoupling of acquisition, processing and rendering frame rates, and audio/video synchronization. Finally, we demonstrate the communication and networking features of the blue-c system in its full deployment. We show how the system can possibly be controlled to face processing or networking bottlenecks by adapting the multiple system components like audio, application data, and 3D video.
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