EDBT 2026 Demo / reviewers in the wild / expert
Matthew Everett
dblp:78/4483
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2001
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer graphics and multimedia
1 paper |
Rendering · 100% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
High-performance computing · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › parallel rendering › distributed rendering
cluster rendering |
0.0 | 1 | 2001 | WireGL: a scalable graphics system for clusters · SIGGRAPH 2001 |
Rendering
parallel rendering |
0.0 | 1 | 2001 | WireGL: a scalable graphics system for clusters · SIGGRAPH 2001 |
High-performance computing
cluster computing |
0.0 | 1 | 2001 | WireGL: a scalable graphics system for clusters · SIGGRAPH 2001 |
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2001 | WireGL: a scalable graphics system for clustersabstractWe describe WireGL, a system for scalable interactive rendering on a cluster of workstations. WireGL provides the familiar OpenGL API to each node in a cluster, virtualizing multiple graphics accelerators into a sort-first parallel renderer with a parallel interface. We also describe techniques for reassembling an output image from a set of tiles distributed over a cluster. Using flexible display management, WireGL can drive a variety of output devices, from standalone displays to tiled display walls. By combining the power of virtual graphics, the familiarity and ordered semantics of OpenGL, and the scalability of clusters, we are able to create time-varying visualizations that sustain rendering performance over 70,000,000 triangles per second at interactive refresh rates using 16 compute nodes and 16 rendering nodes. Greg Humphreys, Matthew Eldridge, Ian Buck, Gordon Stoll, Matthew Everett, Pat Hanrahan |
SIGGRAPH | 5 |