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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/10.20385/1860-2037/9.2012.6

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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"
}

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RIS

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  - 
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Wordbib

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<b:Volume>9(2012)</b:Volume>
<b:Issue>6</b:Issue>
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ISI

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.
ER

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Mods

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  <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>
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