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	<title>Parallel Rendering &#187; Volume Rendering</title>
	<atom:link href="http://pogl.wordpress.com/category/volume-rendering/feed/" rel="self" type="application/rss+xml" />
	<link>http://pogl.wordpress.com</link>
	<description>Comments at the Intersection of OpenGL, Parallel Programming, C++ and Graphics Clusters</description>
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		<title>Parallel Rendering &#187; Volume Rendering</title>
		<link>http://pogl.wordpress.com</link>
	</image>
			<item>
		<title>Gallery: VR Lab University of Siegen</title>
		<link>http://pogl.wordpress.com/2009/06/19/gallery-vr-lab-university-of-siegen/</link>
		<comments>http://pogl.wordpress.com/2009/06/19/gallery-vr-lab-university-of-siegen/#comments</comments>
		<pubDate>Fri, 19 Jun 2009 12:48:49 +0000</pubDate>
		<dc:creator>eile</dc:creator>
				<category><![CDATA[Equalizer]]></category>
		<category><![CDATA[Graphics Cluster]]></category>
		<category><![CDATA[Multi-GPU]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[OpenSceneGraph]]></category>
		<category><![CDATA[Parallel Rendering]]></category>
		<category><![CDATA[Parallel Rendering Frameworks]]></category>
		<category><![CDATA[Virtual Reality]]></category>
		<category><![CDATA[Volume Rendering]]></category>

		<guid isPermaLink="false">http://pogl.wordpress.com/?p=244</guid>
		<description><![CDATA[
Click on the image to see a gallery of the various Virtual Reality applications in use at the University of Siegen.
All applications are based on Equalizer, and most of them use head tracking and a flight stick for interaction. The architectural walk-through is using OpenSceneGraph.
       <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pogl.wordpress.com&blog=1044340&post=244&subd=pogl&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p><a href="http://equalizergraphics.com/applications/UniSiegen.html"><img alt="" src="http://equalizergraphics.com/applications/images/UniSiegen/P1000607-small.jpg" title="VR Lab Uni Siegen" class="alignright" width="150" height="84" /></a></p>
<p>Click on the image to see a gallery of the various Virtual Reality applications in use at the University of Siegen.</p>
<p>All applications are based on Equalizer, and most of them use head tracking and a flight stick for interaction. The architectural walk-through is using OpenSceneGraph.</p>
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		<media:content url="http://equalizergraphics.com/applications/images/UniSiegen/P1000607-small.jpg" medium="image">
			<media:title type="html">VR Lab Uni Siegen</media:title>
		</media:content>
	</item>
		<item>
		<title>Dynamic Frame Resize</title>
		<link>http://pogl.wordpress.com/2009/03/13/dynamic-frame-resize/</link>
		<comments>http://pogl.wordpress.com/2009/03/13/dynamic-frame-resize/#comments</comments>
		<pubDate>Fri, 13 Mar 2009 17:41:13 +0000</pubDate>
		<dc:creator>eile</dc:creator>
				<category><![CDATA[Darwin]]></category>
		<category><![CDATA[Equalizer]]></category>
		<category><![CDATA[Graphics Cluster]]></category>
		<category><![CDATA[Multi-GPU]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Parallel Rendering]]></category>
		<category><![CDATA[Volume Rendering]]></category>
		<category><![CDATA[raytracing]]></category>

		<guid isPermaLink="false">http://pogl.wordpress.com/?p=224</guid>
		<description><![CDATA[We&#8217;ve been busy working on a new performance feature for Equalizer: Dynamic Frame Resize (DFR).
DFR automatically adapts the size of the rendering to achieve a constant framerate, which works very well for fill-limited applications such as eVolve. Of course, true to our mix-and-match strategy, it can also be combined with other scalable rendering features.
Enjoy:

  [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pogl.wordpress.com&blog=1044340&post=224&subd=pogl&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>We&#8217;ve been busy working on a new performance feature for Equalizer: Dynamic Frame Resize (DFR).</p>
<p>DFR automatically adapts the size of the rendering to achieve a constant framerate, which works very well for fill-limited applications such as eVolve. Of course, true to our mix-and-match strategy, it can also be combined with other scalable rendering features.</p>
<p>Enjoy:</p>
<p><span style="text-align:center; display: block;"><a href="http://pogl.wordpress.com/2009/03/13/dynamic-frame-resize/"><img src="http://img.youtube.com/vi/aMbLmWAo80Q/2.jpg" alt="" /></a></span></p>
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			<media:title type="html">eile</media:title>
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	</item>
		<item>
		<title>ParaComp 1.2 released</title>
		<link>http://pogl.wordpress.com/2008/11/20/paracomp-12-released/</link>
		<comments>http://pogl.wordpress.com/2008/11/20/paracomp-12-released/#comments</comments>
		<pubDate>Thu, 20 Nov 2008 13:22:45 +0000</pubDate>
		<dc:creator>eile</dc:creator>
				<category><![CDATA[Equalizer]]></category>
		<category><![CDATA[Graphics Cluster]]></category>
		<category><![CDATA[Multi-GPU]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Parallel Compositing]]></category>
		<category><![CDATA[Parallel Rendering]]></category>
		<category><![CDATA[Parallel Rendering Frameworks]]></category>
		<category><![CDATA[Volume Rendering]]></category>

		<guid isPermaLink="false">http://pogl.wordpress.com/?p=166</guid>
		<description><![CDATA[A new version of the compositing library ParaComp was just released. Old-timers might remember this library as PICA.
Most notably, this release adds the necessary hooks for Equalizer, and Equalizer 0.6 will use Paracomp on Linux for alpha-blending. Right now this is the only mode where Paracomp is faster than the Equalizer default implementation, but I&#8217;m [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pogl.wordpress.com&blog=1044340&post=166&subd=pogl&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>A new version of the compositing library <a href="http://paracomp.sourceforge.net">ParaComp</a> was just released. Old-timers might remember this library as PICA.</p>
<p>Most notably, this release adds the necessary hooks for Equalizer, and Equalizer 0.6 will use Paracomp on Linux for alpha-blending. Right now this is the only mode where Paracomp is faster than the Equalizer default implementation, but I&#8217;m sure more will be added over time.</p>
<p>Kudos to the ParaComp team!</p>
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	</item>
		<item>
		<title>DPlex support, including parallel rendering video</title>
		<link>http://pogl.wordpress.com/2008/10/27/dplex-support-including-parallel-rendering-video/</link>
		<comments>http://pogl.wordpress.com/2008/10/27/dplex-support-including-parallel-rendering-video/#comments</comments>
		<pubDate>Mon, 27 Oct 2008 08:15:26 +0000</pubDate>
		<dc:creator>eile</dc:creator>
				<category><![CDATA[Darwin]]></category>
		<category><![CDATA[Equalizer]]></category>
		<category><![CDATA[Graphics Cluster]]></category>
		<category><![CDATA[Multi-GPU]]></category>
		<category><![CDATA[OS X]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Parallel Rendering]]></category>
		<category><![CDATA[Parallel Rendering Frameworks]]></category>
		<category><![CDATA[Virtual Reality]]></category>
		<category><![CDATA[Volume Rendering]]></category>
		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://pogl.wordpress.com/?p=149</guid>
		<description><![CDATA[The Equalizer source tree now contains support for DPlex decompositions. This was the last scalable rendering feature missing, which means that the client library is now 1.0-ready. Yeah!
But fear not, we&#8217;ve got plenty in store for the following Equalizer releases leading to the 1.0. And even after version 1.0 we have plenty of features and [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pogl.wordpress.com&blog=1044340&post=149&subd=pogl&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>The Equalizer source tree now contains support for DPlex decompositions. This was the last scalable rendering feature missing, which means that the client library is now 1.0-ready. Yeah!</p>
<p>But fear not, we&#8217;ve got plenty in store for the following Equalizer releases leading to the 1.0. And even after version 1.0 we have plenty of features and optimizations in store to push the boundaries of scalable rendering performance.</p>
<p>I&#8217;ll now test and fix some corner cases of DPlex, like multi-level decompositions, before the 0.6 release. For normal DPlex mode, the feature is already working well, see for yourself:</p>
<p><span style="text-align:center; display: block;"><a href="http://pogl.wordpress.com/2008/10/27/dplex-support-including-parallel-rendering-video/"><img src="http://img.youtube.com/vi/ag3DAN7nqG8/2.jpg" alt="" /></a></span></p>
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			<media:title type="html">eile</media:title>
		</media:content>

		<media:content url="http://img.youtube.com/vi/ag3DAN7nqG8/2.jpg" medium="image" />
	</item>
		<item>
		<title>Equalizer in Action</title>
		<link>http://pogl.wordpress.com/2008/10/15/equalizer-in-action/</link>
		<comments>http://pogl.wordpress.com/2008/10/15/equalizer-in-action/#comments</comments>
		<pubDate>Wed, 15 Oct 2008 13:08:06 +0000</pubDate>
		<dc:creator>eile</dc:creator>
				<category><![CDATA[Display Wall]]></category>
		<category><![CDATA[Equalizer]]></category>
		<category><![CDATA[Events]]></category>
		<category><![CDATA[Graphics Cluster]]></category>
		<category><![CDATA[Multi-GPU]]></category>
		<category><![CDATA[OS X]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Parallel Compositing]]></category>
		<category><![CDATA[Parallel Rendering]]></category>
		<category><![CDATA[Parallel Rendering Frameworks]]></category>
		<category><![CDATA[Virtual Reality]]></category>
		<category><![CDATA[Volume Rendering]]></category>

		<guid isPermaLink="false">http://pogl.wordpress.com/?p=145</guid>
		<description><![CDATA[In the near future there are two events where you can get a live Equalizer demonstration.
The first one is IEEE Vis next week in Columbus, OHIO. Max from the University of Zurich will give demonstrations in the Interactive Demonstrations Lab.
The second one is Siggraph Asia in December, where Renato Pajarola is contributing to the Interactive [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pogl.wordpress.com&blog=1044340&post=145&subd=pogl&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>In the near future there are two <a href="http://www.equalizergraphics.com/events.html">events</a> where you can get a live Equalizer demonstration.</p>
<p>The first one is <a href="http://vis.computer.org/VisWeek2008/vis/index.html">IEEE Vis</a> next week in Columbus, OHIO. Max from the University of Zurich will give demonstrations in the Interactive Demonstrations Lab.</p>
<p>The second one is <a href="http://www.siggraph.org/asia2008/">Siggraph Asia</a> in December, where Renato Pajarola is contributing to the Interactive Massive Model Rendering course.</p>
<p>Feel free to pass by and talk to us!</p>
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		<item>
		<title>Parallel Rendering Videos &#8211; Pixel</title>
		<link>http://pogl.wordpress.com/2008/07/31/parallel-rendering-videos-pixel/</link>
		<comments>http://pogl.wordpress.com/2008/07/31/parallel-rendering-videos-pixel/#comments</comments>
		<pubDate>Thu, 31 Jul 2008 08:32:00 +0000</pubDate>
		<dc:creator>eile</dc:creator>
				<category><![CDATA[Darwin]]></category>
		<category><![CDATA[Equalizer]]></category>
		<category><![CDATA[Graphics Cluster]]></category>
		<category><![CDATA[Multi-GPU]]></category>
		<category><![CDATA[OS X]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Parallel Rendering]]></category>
		<category><![CDATA[Parallel Rendering Frameworks]]></category>
		<category><![CDATA[Raytracer]]></category>
		<category><![CDATA[Virtual Reality]]></category>
		<category><![CDATA[Volume Rendering]]></category>
		<category><![CDATA[multicore]]></category>
		<category><![CDATA[raytracing]]></category>

		<guid isPermaLink="false">http://pogl.wordpress.com/?p=117</guid>
		<description><![CDATA[Below is the next video &#8211; Pixel-based decomposition:

       <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pogl.wordpress.com&blog=1044340&post=117&subd=pogl&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>Below is the next video &#8211; Pixel-based decomposition:</p>
<p><span style="text-align:center; display: block;"><a href="http://pogl.wordpress.com/2008/07/31/parallel-rendering-videos-pixel/"><img src="http://img.youtube.com/vi/rW7Z8Tuxjs0/2.jpg" alt="" /></a></span></p>
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			<media:title type="html">eile</media:title>
		</media:content>

		<media:content url="http://img.youtube.com/vi/rW7Z8Tuxjs0/2.jpg" medium="image" />
	</item>
		<item>
		<title>Parallel Rendering Videos &#8211; 2D load-balancing</title>
		<link>http://pogl.wordpress.com/2008/07/28/parallel-rendering-videos-2d-load-balancing/</link>
		<comments>http://pogl.wordpress.com/2008/07/28/parallel-rendering-videos-2d-load-balancing/#comments</comments>
		<pubDate>Mon, 28 Jul 2008 07:30:51 +0000</pubDate>
		<dc:creator>eile</dc:creator>
				<category><![CDATA[Darwin]]></category>
		<category><![CDATA[Equalizer]]></category>
		<category><![CDATA[Graphics Cluster]]></category>
		<category><![CDATA[Multi-GPU]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Parallel Rendering]]></category>
		<category><![CDATA[Parallel Rendering Frameworks]]></category>
		<category><![CDATA[Virtual Reality]]></category>
		<category><![CDATA[Volume Rendering]]></category>
		<category><![CDATA[multicore]]></category>

		<guid isPermaLink="false">http://pogl.wordpress.com/?p=106</guid>
		<description><![CDATA[And another video, 2D load-balancing with eVolve:

       <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pogl.wordpress.com&blog=1044340&post=106&subd=pogl&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>And another video, 2D load-balancing with eVolve:</p>
<p><span style="text-align:center; display: block;"><a href="http://pogl.wordpress.com/2008/07/28/parallel-rendering-videos-2d-load-balancing/"><img src="http://img.youtube.com/vi/1MWbmydnkTI/2.jpg" alt="" /></a></span></p>
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		<slash:comments>0</slash:comments>
	
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			<media:title type="html">eile</media:title>
		</media:content>

		<media:content url="http://img.youtube.com/vi/1MWbmydnkTI/2.jpg" medium="image" />
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		<item>
		<title>Parallel Rendering Videos &#8211; DB</title>
		<link>http://pogl.wordpress.com/2008/07/27/parallel-rendering-videos-db/</link>
		<comments>http://pogl.wordpress.com/2008/07/27/parallel-rendering-videos-db/#comments</comments>
		<pubDate>Sun, 27 Jul 2008 12:11:12 +0000</pubDate>
		<dc:creator>eile</dc:creator>
				<category><![CDATA[Darwin]]></category>
		<category><![CDATA[Equalizer]]></category>
		<category><![CDATA[Graphics Cluster]]></category>
		<category><![CDATA[Multi-GPU]]></category>
		<category><![CDATA[OS X]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Parallel Rendering]]></category>
		<category><![CDATA[Parallel Rendering Frameworks]]></category>
		<category><![CDATA[Volume Rendering]]></category>
		<category><![CDATA[multicore]]></category>

		<guid isPermaLink="false">http://pogl.wordpress.com/?p=102</guid>
		<description><![CDATA[Here is the next Equalizer video &#8211; Database decomposition with eVolve:

       <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pogl.wordpress.com&blog=1044340&post=102&subd=pogl&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>Here is the next Equalizer video &#8211; Database decomposition with eVolve:</p>
<p><span style="text-align:center; display: block;"><a href="http://pogl.wordpress.com/2008/07/27/parallel-rendering-videos-db/"><img src="http://img.youtube.com/vi/1V69jqCcdpQ/2.jpg" alt="" /></a></span></p>
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		<slash:comments>0</slash:comments>
	
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			<media:title type="html">eile</media:title>
		</media:content>

		<media:content url="http://img.youtube.com/vi/1V69jqCcdpQ/2.jpg" medium="image" />
	</item>
		<item>
		<title>Parallel Rendering Timeline</title>
		<link>http://pogl.wordpress.com/2008/05/16/parallel-rendering-timeline/</link>
		<comments>http://pogl.wordpress.com/2008/05/16/parallel-rendering-timeline/#comments</comments>
		<pubDate>Fri, 16 May 2008 08:32:08 +0000</pubDate>
		<dc:creator>eile</dc:creator>
				<category><![CDATA[Chromium]]></category>
		<category><![CDATA[Display Wall]]></category>
		<category><![CDATA[Equalizer]]></category>
		<category><![CDATA[Graphics Cluster]]></category>
		<category><![CDATA[Multi-GPU]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Parallel Rendering]]></category>
		<category><![CDATA[Parallel Rendering Frameworks]]></category>
		<category><![CDATA[Virtual Reality]]></category>
		<category><![CDATA[Volume Rendering]]></category>

		<guid isPermaLink="false">http://pogl.wordpress.com/?p=58</guid>
		<description><![CDATA[
On the right there&#8217;s a simple timeline of the most important toolkits for parallel rendering, naturally with more details for Equalizer.
I plan to extend this over time, and maybe even creating one with the major hardware milestones.
Any input is welcome &#8211; Skywriter VGXT, anyone?  
       <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pogl.wordpress.com&blog=1044340&post=58&subd=pogl&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p><a href="http://pogl.files.wordpress.com/2008/05/timeline.png"><img src="http://pogl.files.wordpress.com/2008/05/timeline.png?w=128&#038;h=78" alt="Parallel Rendering Timeline" width="128" height="78" class="alignright size-thumbnail wp-image-59" /></a><br />
On the right there&#8217;s a simple timeline of the most important toolkits for parallel rendering, naturally with more details for Equalizer.<br />
I plan to extend this over time, and maybe even creating one with the major hardware milestones.<br />
Any input is welcome &#8211; Skywriter VGXT, anyone? <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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			<media:title type="html">eile</media:title>
		</media:content>

		<media:content url="http://pogl.files.wordpress.com/2008/05/timeline.png?w=128" medium="image">
			<media:title type="html">Parallel Rendering Timeline</media:title>
		</media:content>
	</item>
		<item>
		<title>Pixel Compounds</title>
		<link>http://pogl.wordpress.com/2007/12/13/pixel-compounds/</link>
		<comments>http://pogl.wordpress.com/2007/12/13/pixel-compounds/#comments</comments>
		<pubDate>Thu, 13 Dec 2007 09:26:54 +0000</pubDate>
		<dc:creator>eile</dc:creator>
				<category><![CDATA[Equalizer]]></category>
		<category><![CDATA[Graphics Cluster]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Parallel Rendering]]></category>
		<category><![CDATA[Parallel Rendering Frameworks]]></category>
		<category><![CDATA[Raytracer]]></category>
		<category><![CDATA[Volume Rendering]]></category>
		<category><![CDATA[raytracing]]></category>

		<guid isPermaLink="false">http://pogl.wordpress.com/2007/12/13/pixel-compounds/</guid>
		<description><![CDATA[
Equalizer just got something new for all you ray-tracing and volume rendering people out there: Pixel compounds. The load is always almost equally distributed, thus allowing to scale the fill-rate nearly linearly.
The frustum for the source channels gets distorted so that the channel only renders 1/nth of the pixels in one dimension. Afterwards the frustum [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pogl.wordpress.com&blog=1044340&post=39&subd=pogl&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><div style="float:right;margin:2px;"><a href='http://pogl.files.wordpress.com/2007/12/pixel.jpg' title='Three-to-one pixel compound'><img src='http://pogl.files.wordpress.com/2007/12/pixel.thumbnail.jpg' alt='Three-to-one pixel compound' /></a></div>
<p><a href="http://www.equalizergraphics.com">Equalizer</a> just got something new for all you ray-tracing and volume rendering people out there: Pixel compounds. The load is always almost equally distributed, thus allowing to scale the fill-rate nearly linearly.</p>
<p>The frustum for the source channels gets distorted so that the channel only renders 1/nth of the pixels in one dimension. Afterwards the frustum is moved slightly to select the &#8217;starting&#8217; point of the channel.</p>
<p>OpenGL functionality which is influenced by the raster position will not work correctly with pixel compounds, or needs at least special attention. Among them are: lines, points, glRasterPos, glPolygonStipple.</p>
<p>On the right you&#8217;ll see an image of it in action. The backgrounds are colored differently for illustration purposes. Click on the image for a high-res version.</p>
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			<media:title type="html">eile</media:title>
		</media:content>

		<media:content url="http://pogl.files.wordpress.com/2007/12/pixel.thumbnail.jpg" medium="image">
			<media:title type="html">Three-to-one pixel compound</media:title>
		</media:content>
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