Archive for the ‘Parallel Rendering’ Category

Cross-Segment Load-Balancing

30. July 2009

The upcoming Equalizer release will have another advanced scalability feature: Load-balancing across all resources used for the multi-display system.

This video should explain it all, if not ask in the comments below:

I hope to have benchmarks of this feature soon.

Gallery: VR Lab University of Siegen

19. June 2009

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.

Crazy Equalizer Configuration

7. June 2009

Below is a screenshot of an Equalizer configuration showing all basic decomposition modes in one window. The configuration file is in the source repository at examples/configs/1-window.mixed.eqc.

Top-left: Database
Top-right: DPlex
Bottom-left: 2D, load-balanced
Bottom-right (upper): Stereo
Bottom-right (lower): Pixel

All Equalizer Scalability Modes
Armadillo data set courtesy Stanford University Computer Graphics Laboratory.

Dynamic Frame Resize

13. March 2009

We’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.


Four years of Equalizer

4. March 2009

Happy Birthday!

Last Sunday, we’ve passed the fourth anniversary of ‘Project Equalizer’, as it was called back then.

The name stuck, although we are way past a project definition. Equalizer has become a feature-rich, generic framework for creating parallel and scalable OpenGL applications.

Since last year, the code has matured considerably, and a lot of new exiting features such as load-balancing and DPlex (alternate frame rendering) support. Furthermore, the community has grown a lot and there are a couple of new users out there.

Since last year, the Equalizer project and community feels much more ‘serious’, something which can’t be expressed by features alone. The upcoming BOF and activity on the mailing list is a good indicator for this.

I am looking forward to another year of interesting tasks around parallel programming and 3D graphics!

Equalizer BOF at Eurographics 2009

16. February 2009

Good news everybody, we will be holding an Equalizer Birds-Of-a-Feather meeting during Eurographics’09 – mark your calenders:

– Place: Eurographics 2009, TU Munich
– Date: March 31, 15:00-16:30
– Room: To be announced

Co-located with EG is the Eurographics Symposium on Parallel Graphics and Visualization, so there is yet another good reason to come to Munich!

We are still looking for presentations, please contact me by end of February if you are working with Equalizer and would like to present your work.

Coincidentally, there is also a new poll:

RTT DeltaGen 8.5 (RTT Scale) video

24. January 2009

RTT just published a DeltaGen 8.5 video on youtube, including a shot of RTT Scale, which is based on Equalizer. Enjoy some realtime raytraced Audi Q5 goodness with global illumination:

Youtube link

List of available affinity GPU’s

24. January 2009

If you just want to check if your Windows system can address GPU’s individually in OpenGL, there is a new tool on the Equalizer website which lists the GPU’s visible through the WGL_NV_gpu_affinity API. This is often useful if you want to cross-check your own code, or just verify a system setup. Feel free to post questions below!

OpenSceneGraph and Equalizer

24. January 2009

After months of talk on the eq-dev mailing list, finally we have a stub integration of OpenSceneGraph and Equalizer. Kudos to everybody, especially to Thomas, how was the one which made finally the first step!

Parallel GLUT

24. January 2009

I’ve started a new pet project: Parallel GLUT, which is a parallel implementation of the GLUT API. The website, much like the source code, is still very minimalistic. Eventually it will grow to support multi-GPU systems and clusters for GLUT programs with minimal changes, and it is based on Equalizer.

This project is really born out of curiosity, and I don’t have much time to work on it. So far it can do very little, but I hope that over time it will become useful. How knows, maybe somebody picks it up and extends it to his needs? Let me know what you think in the comments below!