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Tag Archives: parallel rendering
Equalizer 0.9.1 for OpenGL Parallel Rendering Available
A terrain visualization software, eqSmart, on the 24 megapixel display wall at the University of Zürich (7680×3200)
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Equalizer 0.9 Available for Parallel and Scalable OpenGL Applications
Parallel Rendering: Cross-Segment Load-Balancing in Equalizer
OpenGL GPU Affinity Checker
Equalizer 0.6 Released: Control the Power of Many GPUs!
Parallel Rendering in OpenGL: How to Use Multiple GPUs
Equalizer 0.5.5 for OpenGL Parallel Rendering
Equalizer is an open source project providing a minimally invasive programming interface and resource management system for parallel, scalable OpenGL applications.
A new version is available for developers: Equalizer 0.5.5.
Changelog:
* Initial support for 2D pixel compound kernels
* New OSWindow interface to simplify window system integration
* Add eq::util::BitmapFont as a simple helper to draw 2D bitmap fonts
Linux, Catalyst 8.9 and Four ATI FireGL V5600 = 8 Monitors
Here is a video that shows OpenGL acceleration on 8 monitors. The system runs Ubuntu 8.04, and four ATI FireGL V5600 graphics cards with Catalyst 8.9. Each FireGL V5600 has 2 DVI ports.
HYDRA Engine – Multi-GPU Technology
Parallel Rendering on Multi-Display Systems
Here is a video showing various multi-view examples using the Equalizer parallel rendering framework:
I don’t know if it’s me, but on the wall display with 9 displays, it seems the parallel renderer is struggling…
Equalizer 0.5.4 – OpenGL Parallel Rendering
The new release of Equalizer is available. Equalizer is an open source project providing a minimally invasive programming interface and resource management system for parallel, scalable OpenGL applications. It allows an application to run unmodified on any visualization system, from a simple workstation to large scale graphics clusters and multi-GPU workstations.
Links:
– Equalizer 0.5.4 release notes
– DB (sort-last) load-balancing
The Equalizer example application running on the same display wall.
The following video shows volume rendering using three GPUs and dynamic 2D load-balancing. The tiling is adapted each frame automatically and transparently to the application by Equalizer. The data set has 256^3 voxels, and is rendered using 2560 slices using the eVolve scalable volume renderer.