0000000000061448

AUTHOR

Rudolfs Bundulis

Concept of virtual machine based high resolution display wall

This paper presents the scalability and hardware dependency problems found in existing solutions in the high resolution display wall domain and proposes a new solution. Authors propose hosting the system that provides the visual content for the display wall inside a virtual machine. In such way any needed configuration of displays and resolutions can be applied to the graphics processing unit simulated by the virtualization system. The frame buffer content of the virtual graphics processing unit is then split, encoded with H.264 and sent over gigabit Ethernet as an RTP stream to the display wall. The display wall is driven by Raspberry Pi embedded devices that receive the stream, decode it …

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Conclusions from the Evaluation of Virtual Machine Based High Resolution Display Wall System

There are several approaches to the construction of large scale high resolution display walls depending on the required use case. Some require support of 3D acceleration APIs like OpenGL, some require stereoscopic projection. Others simply require a surface with a very high display resolution. The authors of this paper have developed a virtual machine based high resolution display wall architecture that works for all planar projection use cases and does not require a custom integration. The software that generates the presented content is executed in a virtual machine thus no specific APIs other than those of the virtualized OS are required. Any software that is able to run under a given OS…

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Infiniviz: Taking Quake 3 Arena on a Large-Scale Display System to the Next Level

The authors of this paper have previously presented a large-scale display system called Infiniviz in other publications. Infiniviz attempts to improve network bandwidth consumption and computational performance compared to other existing large-scale display systems. Since the previous publications have been made in early development stages of Infiniviz, only the overview of the software architecture and details of hardware implementation have been presented so far. This paper contains a real-life test of Infiniviz running Quake 3 Arena at a resolution of 9600 x 5400 at 24 fps. Also, in this paper, the authors have tried to match their results to what has been published by other researchers …

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Use of H.264 real-time video encoding to reduce display wall system bandwidth consumption

This paper compares the DXT and JPEG image compression techniques used in display wall solutions SAGE and DisplayCluster with hardware accelerated H.264 video encoding that is used in the display wall system developed by the authors of this paper. The obtained processing power usage and generated bandwidth measurements presented in this paper demonstrate that hardware accelerated H.264 encoding offers multiple benefits over software implemented H.264, DXT and JPEG.

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