Abstract
Graphics models are getting increasingly bulkier with de-tailed geometry, textures, normal maps, etc. There is a lotof interest to model and navigate through detailed models oflarge monuments. Many monuments of interest have bothrich detail and large spatial extent. Rendering them for navi-gation on a single workstation is practically impossible, evengiven the power of today’s CPUs and GPUs. Many modelsmay not fit the GPU memory, the CPU memory, or eventhe secondary storage of the CPU. Distributed renderingusing a cluster of workstations is the only way to navigatethrough such models. In this paper, we present a design ofa distributed rendering system intended for massive mod-els. Our design has a server that holds the skeleton of thewhole model, namely, its scenegraph with actual geometryreplaced by bounding boxes at all levels. The server dividesthe screen space among a number of clients and sends thema list of objects they need to render using a frustum cullingstep. The clients use 2 GPUs with one devoted to visibilityculling and the other to rendering. Frustum culling at theserver, visibility culling on one GPU, and rendering on thesecond GPU form the stages of our distributed renderingpipeline. We describe the design and implementation of oursystem and demonstrate the results of rendering relativelylarge models using different clusters of clients in this paper