Equalizer enables applications to benefit from multiple graphics cards, processors and computers to scale the rendering performance, visual quality and display size.
An Equalizer-based application runs unmodified on any visualization system, from a simple workstation to large scale graphics clusters, multi-GPU workstations and Virtual Reality installations.
Benefits:
· Parallel Rendering Know-How: Equalizer contains the essence of 10+ years of experience in parallel and scalable rendering, easily integrated into your application.
· Fast Path for Scalable OpenGL Applications: Equalizer provides the natural parallel execution model to exploit the parallelism of multicore, multi-GPU workstations and graphics clusters.
· Feature-Rich Framework: Equalizer contains state-of-the-art scalable rendering algorithms, and its open development model ensures constant improvement. Equalizer applications are flexible and deployable in many, rapidly changing environments.
Equalizer is a cross-platform toolkit, available for Mac OS X, Linux, Windows XP and supports both 32-bit and 64-bit execution.
Equalizer does not interfere with the application's OpenGL rendering code. Equalizer requires at a minimum OpenGL version 1.1 in order to run, but uses later OpenGL features and extensions where available.
What's New in This Release: [ read full changelog ]
· Collage: an object-oriented network library, formerly known as eq::net. Eventually Collage will be separated completely from Equalizer. (technology preview)
· CMake build system for all supported platforms
· Support for GPU-CPU transfer and compression plugins
· Failure tolerance during initialization
· Administrative API for runtime configuration changes (technology preview)
· Runtime stereo switching to select mono and stereo rendering at application runtime
· Slave object commit supports serializing changed data on a slave object instance to the master instance
· Automatic compression of distributed object data
· Support for pixel formats with 10 bit per color component
· Rendering capabilities allow application-dependent (de-)activation of channels
· Interruptible rendering allows applications to stop rendering on all pending frames