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Eugen Dyck, Holger Schmidt, Martina Piefke, and Mario Botsch, OCTAVIS: Optimization Techniques for Multi-GPU Multi-View Rendering. JVRB - Journal of Virtual Reality and Broadcasting, 9(2012), no. 6. (urn:nbn:de:0009-6-35119)
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%0 Journal Article %T OCTAVIS: Optimization Techniques for Multi-GPU Multi-View Rendering %A Dyck, Eugen %A Schmidt, Holger %A Piefke, Martina %A Botsch, Mario %J JVRB - Journal of Virtual Reality and Broadcasting %D 2012 %V 9(2012) %N 6 %@ 1860-2037 %F dyck2012 %X We present a high performance-yet low cost-system for multi-view rendering in virtual reality (VR) applications. In contrast to complex CAVE installations, which are typically driven by one render client per view, we arrange eight displays in an octagon around the viewer to provide a full 360° projection, and we drive these eight displays by a single PC equipped with multiple graphics units (GPUs). In this paper we describe the hardware and software setup, as well as the necessary low-level and high-level optimizations to optimally exploit the parallelism of this multi-GPU multi-view VR system. %L 004 %K Multi-GPU Rendering %K Multi-View Rendering %K Virtual Reality %R 10.20385/1860-2037/9.2012.6 %U http://nbn-resolving.de/urn:nbn:de:0009-6-35119 %U http://dx.doi.org/10.20385/1860-2037/9.2012.6Download
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@Article{dyck2012, author = "Dyck, Eugen and Schmidt, Holger and Piefke, Martina and Botsch, Mario", title = "OCTAVIS: Optimization Techniques for Multi-GPU Multi-View Rendering", journal = "JVRB - Journal of Virtual Reality and Broadcasting", year = "2012", volume = "9(2012)", number = "6", keywords = "Multi-GPU Rendering; Multi-View Rendering; Virtual Reality", abstract = "We present a high performance-yet low cost-system for multi-view rendering in virtual reality (VR) applications. In contrast to complex CAVE installations, which are typically driven by one render client per view, we arrange eight displays in an octagon around the viewer to provide a full 360{\textdegree} projection, and we drive these eight displays by a single PC equipped with multiple graphics units (GPUs). In this paper we describe the hardware and software setup, as well as the necessary low-level and high-level optimizations to optimally exploit the parallelism of this multi-GPU multi-view VR system.", issn = "1860-2037", doi = "10.20385/1860-2037/9.2012.6", url = "http://nbn-resolving.de/urn:nbn:de:0009-6-35119" }Download
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TY - JOUR AU - Dyck, Eugen AU - Schmidt, Holger AU - Piefke, Martina AU - Botsch, Mario PY - 2012 DA - 2012// TI - OCTAVIS: Optimization Techniques for Multi-GPU Multi-View Rendering JO - JVRB - Journal of Virtual Reality and Broadcasting VL - 9(2012) IS - 6 KW - Multi-GPU Rendering KW - Multi-View Rendering KW - Virtual Reality AB - We present a high performance-yet low cost-system for multi-view rendering in virtual reality (VR) applications. In contrast to complex CAVE installations, which are typically driven by one render client per view, we arrange eight displays in an octagon around the viewer to provide a full 360° projection, and we drive these eight displays by a single PC equipped with multiple graphics units (GPUs). In this paper we describe the hardware and software setup, as well as the necessary low-level and high-level optimizations to optimally exploit the parallelism of this multi-GPU multi-view VR system. SN - 1860-2037 UR - http://nbn-resolving.de/urn:nbn:de:0009-6-35119 DO - 10.20385/1860-2037/9.2012.6 ID - dyck2012 ER -Download
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PT Journal AU Dyck, E Schmidt, H Piefke, M Botsch, M TI OCTAVIS: Optimization Techniques for Multi-GPU Multi-View Rendering SO JVRB - Journal of Virtual Reality and Broadcasting PY 2012 VL 9(2012) IS 6 DI 10.20385/1860-2037/9.2012.6 DE Multi-GPU Rendering; Multi-View Rendering; Virtual Reality AB We present a high performance-yet low cost-system for multi-view rendering in virtual reality (VR) applications. In contrast to complex CAVE installations, which are typically driven by one render client per view, we arrange eight displays in an octagon around the viewer to provide a full 360° projection, and we drive these eight displays by a single PC equipped with multiple graphics units (GPUs). In this paper we describe the hardware and software setup, as well as the necessary low-level and high-level optimizations to optimally exploit the parallelism of this multi-GPU multi-view VR system. ERDownload
Mods
<mods> <titleInfo> <title>OCTAVIS: Optimization Techniques for Multi-GPU Multi-View Rendering</title> </titleInfo> <name type="personal"> <namePart type="family">Dyck</namePart> <namePart type="given">Eugen</namePart> </name> <name type="personal"> <namePart type="family">Schmidt</namePart> <namePart type="given">Holger</namePart> </name> <name type="personal"> <namePart type="family">Piefke</namePart> <namePart type="given">Martina</namePart> </name> <name type="personal"> <namePart type="family">Botsch</namePart> <namePart type="given">Mario</namePart> </name> <abstract>We present a high performance-yet low cost-system for multi-view rendering in virtual reality (VR) applications. In contrast to complex CAVE installations, which are typically driven by one render client per view, we arrange eight displays in an octagon around the viewer to provide a full 360° projection, and we drive these eight displays by a single PC equipped with multiple graphics units (GPUs). In this paper we describe the hardware and software setup, as well as the necessary low-level and high-level optimizations to optimally exploit the parallelism of this multi-GPU multi-view VR system.</abstract> <subject> <topic>Multi-GPU Rendering</topic> <topic>Multi-View Rendering</topic> <topic>Virtual Reality</topic> </subject> <classification authority="ddc">004</classification> <relatedItem type="host"> <genre authority="marcgt">periodical</genre> <genre>academic journal</genre> <titleInfo> <title>JVRB - Journal of Virtual Reality and Broadcasting</title> </titleInfo> <part> <detail type="volume"> <number>9(2012)</number> </detail> <detail type="issue"> <number>6</number> </detail> <date>2012</date> </part> </relatedItem> <identifier type="issn">1860-2037</identifier> <identifier type="urn">urn:nbn:de:0009-6-35119</identifier> <identifier type="doi">10.20385/1860-2037/9.2012.6</identifier> <identifier type="uri">http://nbn-resolving.de/urn:nbn:de:0009-6-35119</identifier> <identifier type="citekey">dyck2012</identifier> </mods>Download
Full Metadata
Bibliographic Citation | JVRB, 9(2012), no. 6. |
---|---|
Title |
OCTAVIS: Optimization Techniques for Multi-GPU Multi-View Rendering (eng) |
Author | Eugen Dyck, Holger Schmidt, Martina Piefke, Mario Botsch |
Language | eng |
Abstract | We present a high performance-yet low cost-system for multi-view rendering in virtual reality (VR) applications. In contrast to complex CAVE installations, which are typically driven by one render client per view, we arrange eight displays in an octagon around the viewer to provide a full 360° projection, and we drive these eight displays by a single PC equipped with multiple graphics units (GPUs). In this paper we describe the hardware and software setup, as well as the necessary low-level and high-level optimizations to optimally exploit the parallelism of this multi-GPU multi-view VR system. |
Subject | Multi-GPU Rendering, Multi-View Rendering, Virtual Reality |
Classified Subjects |
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DDC | 004 |
Rights | DPPL |
URN: | urn:nbn:de:0009-6-35119 |
DOI | https://doi.org/10.20385/1860-2037/9.2012.6 |