<--back--
home
--next-->
This summer, we rebuilt it to work on a cluster of PCs. This volume
renderer also features software compositing. The pipeline for both is
essentially the same. (Right about here is where I got cut off
in the interest of saving time for debate.)
We were able to render the same sized volume with just about half the
performance. Al McPherson presented these results last August at a
Siggraph tutorial. We used 32 nodes for both rendering and compositing.
While the graphics cards we chose had a great deal of texture memory, they
lacked the performance and special features of the latest generation. We
know we can do better.