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Re: OpenGL and clusters?



A story on slashdot today talks about a cluster driven CAVE setup and
reminded me of last weeks discussion.  Its not exactly what you were
talking about, but I thought I'd pass along the link.  

http://www.isl.uiuc.edu/ClusteredVR/ClusteredVR.htm

After quickly glancing through one of the papers, their approach seems
to be to split the viewable surface into a whole bunch of individual
screens, to which each node renders.
Looks like fun.

-mike



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