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features.shtml
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#define S_FEATURES
#define PAGE Features
#include "header.shtml"
<h2>Table of Contents</h2>
<p>
<a href="/features.html#platforms">Platform Support</a><br>
<a href="/features.html#vr">Virtual Reality Features</a><br>
<a href="/features.html#scalability">Scalable Rendering Features</a><br>
<a href="/features.html#rendering">3D Rendering Features</a><br>
<a href="/features.html#examples">Examples</a><br>
<a href="/features.html#tools">Tools and Utility Functions</a><br>
</p>
<p>
The version label references the Equalizer version introducing the feature.
Features labeled 'git' are in the git development repository and will most
likely be released in the next version.
</p>
<a name="platforms"></a>
<h2>Platform Support</h2>
<ul class="none">
<li><div class="box">0.3</div> Windows 7 and XP, ia32 and x86_64</li>
<ul>
<li><div class="box">0.9.2</div> Introduced Windows 7 support</li>
</ul>
<li><div class="box">0.1</div> Linux ia32, x86_64, X11/glX</li>
<ul>
<li><div class="box">0.4</div> Discontinued Linux ia64 support</li>
</ul>
<li><div class="box">0.9.1</div> Mac OS X 10.6, 10.5 Universal, X11/glX,
Carbon/AGL support</li>
<ul>
<li><div class="box">TBD</div> Mac OS X Universal, Cocoa/NSGL</li>
<li><div class="box">0.9.1</div> Introduced Mac OS X 10.6 support</li>
<li><div class="box">0.5</div> Discontinued Mac OS X 10.4 support</li>
<li><div class="box">0.4</div> Introduced Mac OS X Carbon/AGL support</li>
<li><div class="box">0.4</div> Discontinued Mac OS X CGL support</li>
<li><div class="box">0.1</div> Introduced Max OS X 10.4, 10.5, X11/glX, CGL
(partial)</li>
</ul>
</ul>
<a name="vr"></a>
<h2>Virtual Reality Features</h2>
<ul class="none">
<li><div class="box">0.1</div>
Support for shared memory multi-GPU systems</li>
<li><div class="box">0.1</div>
Support for distributed memory GPU clusters</li>
<li><div class="box">0.1</div>
<a href="/documents/design/immersive.html">Active and passive stereo
rendering</a></li>
<li><div class="box">0.3</div>
<a href="/documents/design/anaglyph.html">Anaglyphic stereo
rendering</a></li>
<li><div class="box">0.1</div>
<a href="/documents/design/immersive.html">Head tracking</a> for immersive
installations</li>
<li><div class="box">0.9</div>
<a href="/documents/design/immersive.html#HMD">HMD support</a><li>
<li><div class="box">0.9</div>
<a href="/documents/design/immersive.html#observers">Multiple
observers</a> in immersive environments</li>
<li><div class="box">0.1</div>
<a href="/documents/design/swapBarrier.html">Software swapbarrier</a> for
synchronization of multiple displays</li>
<li><div class="box">0.9</div>
<a href="/documents/design/swapBarrier.html#gsync">Hardware swapbarrier</a>
for synchronization of multiple displays</li>
<li><div class="box">0.9.2</div>
<a href="/documents/design/stereoSwitch.html">Runtime
stereo switching</a></li>
<li><div class="box">TBD</div>
<a href="http://local.wasp.uwa.edu.au/~pbourke/texture_colour/edgeblend/">Software
edge blending</a></li>
</ul>
<a name="scalability"></a>
<h2>Scalable Rendering Features</h2>
<h3>Configuration</h3>
<ul class="none">
<li><div class="box">0.1</div>
<a href="/documents/design/fileFormat.html">Static configuration using an
ASCII file</a></li>
<li><div class="box">1.1.7</div>
<a href="/documentation/user/configuration.html">Automatic configuration</a>
of Multi-GPU workstations</a></li>
<li><div class="box">1.1.7</div>
<a href="/documentation/user/configuration.html">Automatic configuration</a>
and discovery of remote scalability GPUs</a></li>
<li><div class="box">TBD</div>
Automatic configuration and discovery of remote display surfaces</a></li>
</ul>
<h3>Decomposition Modes</h3>
<ul class="none">
<li><div class="box">0.2</div>
<a href="/scalability/2D.html">Sort-first (2D)
compounds</a></li>
<li><div class="box">0.2</div>
<a href="/scalability/DB.html">Sort-last (DB) compounds</a></li>
<li><div class="box">0.2</div>
<a href="/scalability/stereo.html">Eye (stereo) compounds</a></li>
<li><div class="box">0.5</div>
<a href="/scalability/pixel.html">Pixel compounds</a></li>
<li><div class="box">0.6</div>
<a href="/scalability/DPlex.html">DPlex (time-multiplex) compounds</a></li>
<li><div class="box">0.9.1</div>
<a href="/scalability/subpixel.html">Subpixel (FSAA, DOF) compounds</a></li>
<li><div class="box">0.2</div>
<a href="/scalability/mixed.html">Hierarchical, multi-level</a>
compounds</li>
<li><div class="box">1.2</div>Tile compounds</a></li>
<li><div class="box">TBD</div>
<a href="/documents/design/compounds.html">Cull compounds</a></li>
</ul>
<h3>Compositing Features</h3>
<ul class="none">
<li><div class="box">0.2</div>
<a href="/documents/design/compounds.html">Flexible, parallel compositing
engine</a></li>
<li><div class="box">0.2</div>
<a href="/documents/design/imageCompression.html">Image compression</a>
for network transfers</li>
<ul>
<li><div class="box">0.9</div>
<a href="/documents/design/compression.html">CPU Compression plugin
API</a></li>
<li><div class="box">0.9.2</div>
<a href="/documents/Developer/API/compressor_8h.html">GPU Compression
plugin API</a></li>
</ul>
<li><div class="box">0.6</div> <a href="http://paracomp.sf.net">Paracomp</a>
compositing backend</li>
<li><div class="box">TBD</div> Fast node-local composition using NV_copy_image
extension</li>
<li><div class="box">TBD</div> nVidia CompleX compositing backend</li>
<li><div class="box">TBD</div> Asynchronous framebuffer readback</li>
<li><div class="box">git</div> ROI readback interface</li>
</ul>
<h3>Load-Balancing</h3>
<ul class="none">
<li><div class="box">0.6</div>
<a href="/scalability/loadEqualizer.html">Per-segment 2D and DB
load-balancing</a></li>
<li><div class="box">0.9</div>
<a href="/scalability/viewEqualizer.html">Cross-segment
load-balancing</a></li>
<li><div class="box">TBD</div>
Cross-view resource load-balancing</li>
<li><div class="box">TBD</div>
Cross-application resource load-balancing</li>
</ul>
<a name="rendering"></a>
<h2>3D Rendering Features</h2>
<ul class="none">
<li><div class="box">0.2</div>
<a href="/documents/design/dynamicNearFar.html">Dynamic near and far plane
support</a></li>
<li><div class="box">0.6</div>
Orthographic frustum support</li>
<li><div class="box">0.9</div>
<a href="/documents/design/view.html">Canvas and layout API</a></li>
<li><div class="box">0.9</div>
<a href="/documents/design/view.html">Application-specified frusta</a> for
destination views</li>
<li><div class="box">0.3</div>
<a href="/documents/design/nonthreaded.html">Nonthreaded rendering</a> for
non-threadsafe UI toolkits</li>
<li><div class="box">0.5</div>
<a href="/documents/design/PBuffer.html">PBuffer support</a></li>
<li><div class="box">0.9</div>
FBO support</li>
<li><div class="box">0.9.1</div>
Support for applications not using OpenGL for rendering</li>
<li><div class="box">1.0</div> Runtime mono/stereo switching</li>
<li><div class="box">TBD</div> OpenGL 3 compositing and example</li>
<li><div class="box">TBD</div> Advanced support for
<a href="/documents/design/transparency.html">transparency and sort-last
(DB) compounds</a></li>
<li><div class="box">TBD</div> Transparent OpenGL library (Chromium?)</li>
<li><div class="box">TBD</div> Remote visualization (VirtualGL, VNC,
SAGE?)</li>
<li><div class="box">TBD</div>
Distributed scene graph: OpenSceneGraph, OpenSG, Coin</li>
</ul>
<h2>Cluster Features</h2>
<ul class="none">
<li><div class="box">0.3</div>
<a href="/documents/design/objects.html">Distributed object API</a></li>
<ul>
<li><div class="box">0.9.1</div>
<a href="/documents/design/multicast.html">Multicast data distribution and
synchronization</a></li>
<li><div class="box">0.9.2</div>
<a href="/documents/design/admin.html#slaveWrite">Slave object
commits</a></li>
<li><div class="box">0.9.2</div>Automatic compression of distributed object
data</li>
</ul>
<li><div class="box">0.3</div>
<a href="/documents/design/residentNodes.html">Resident render
clients</a></li>
<li><div class="box">0.3</div>
<a href="/documents/design/infiniBand.html">InfiniBand networking</a></li>
<li><div class="box">1.1.7</div>
RDMA (native InfiniBand) connection</li>
<ul>
<li><div class="box">1.1.7</div>Linux</li>
<li><div class="box">TBD</div>Windows</li>
</ul>
<li><div class="box">0.9.2</div>
<a href="/documents/design/nodeFailure.html">Failure tolerance</a> during
initialization</li>
<li><div class="box">1.1.7</div>
<a href="/documents/design/nodeFailure.html">Runtime failure
tolerance</a></li>
</ul>
<a name="examples"></a>
<h2>Examples</h2>
<ul class="none">
<li><div class="box">0.1</div>
<a href="/applications/eqPly.html">eqPly</a> polygonal rendering demo</li>
<li><div class="box">0.4</div>
<a href="/applications/eVolve.html">eVolve</a> volume renderer</li>
<li><div class="box">0.4</div>
<a href="/applications/eqHello.html">eqHello</a> Hello, World! example</li>
<li><div class="box">0.9</div>
OpenSceneGraph rendering application</li>
<li><div class="box">TBD</div>
Molecular viewer (<a href="http://www.cscs.ch/molekel/">Molekel</a>,
<a href="http://www.ks.uiuc.edu/Research/vmd/">VMD</a>?)
</li>
<li><div class="box">TBD</div>
Medical viewer (<a href="http://www.osirix-viewer.com/">Osirix</a>?)
</li>
</ul>
<a name="tools"></a>
<h2>Tools and Utility Functions</h2>
<ul class="none">
<li><div class="box">0.2</div>
<a href="/documents/design/statistics.html">Statistics overlay</a> for
performance analysis</li>
<li><div class="box">0.3</div>
<a href="/documents/design/objectManager.html">OpenGL object
manager</a></li>
<li><div class="box">0.9.2</div>
<a href="/documents/design/admin.html">Administrative API</a></li>
</ul>
#include "footer.shtml"
<!-- $Id$ -->