Information about my Summer of Code project, ClusterGL
ClusterGL is a system to transparently intercept OpenGL API calls and spread them over multiple machines. This means that it isn't necessary to write applications specifically to run over multiple machines.
I developed it originally to run on the Symphony Cluster display wall at my university, and it's now being adapted to run on Liquid Galaxy hardware.
Above: Running unmodified OpenArena on our wall under ClusterGL. There's five display nodes, one for each column of screens. Total resolution is 8400x4200, although it's run at a virtual 8880x4560 to allow for bezels.
Conceptually CGLs aims are similar to the Chromium parallel rendering system.
Check out the paper linked below for details.
We presented ClusterGL at Eurographics 2011.
Check out the Google Code page: http://code.google.com/p/clustergl2/
We have a prototype Liquid Galaxy rig at UWS, called the Wonderama, which we've been using to run up & test Paul's code. Below are some snaps of the progression over the course of the project (Andrew, Paul's GSoC Mentor).