Parallel photon mapping computations to enable fast approximate solutions to the art gallery and watchman route problems

B. A. Johnson, Vatana An, J. Isaacs
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引用次数: 2

Abstract

The art gallery and watchman route problems (AGP and WRP) are NP-hard constrained optimization problems concerned with providing static and dynamic sensing, respectively, to environments such that the maximum amount of information is sensed at a minimal cost. What being an NP-hard problem means, practically, is that when an AGP or WRP solution is calculated for a particular time step t, any small change in the environment requires that an entirely new solution must be computed. Extending 3D AGP- and WRP-solving computations into 4D (i.e. considering time's effects on the solutions generated) means that a large number of computational resources would be consumed if the updates to the AGP and WRP solutions are performed serially - since each time step's solution would be computed sequentially. Our particular AGP- and WRP-solving algorithms are built upon the photon mapping algorithm in order to model the information obtainable in the sensed environment. The photon mapping algorithm models the propagation of multispectral photons through an environment and stores the result of the photons' interaction with their environment in a k-d tree data structure called a photon map. Since each virtual photon can operate independently of every other virtual photon, a photon map generated at a particular time step t can be generated independently of every other photon map populated at every other time step using a graphics processing unit (GPU). Thus given an n-sized time sequence, a photon map can be populated by each member of an n-core GPU. Once the photon map is updated, our AGP/WRP-solving algorithms can be executed in parallel over the time sequence using the particular core assigned to a photon map's population. We present the results of our computations and compare both serial- and GPU-based performance.
并行光子映射计算,使快速近似解决艺术画廊和守望者路线问题
美术馆和守望者路线问题(AGP和WRP)是NP-hard约束优化问题,分别涉及为环境提供静态和动态感知,以便以最小的成本感知最大数量的信息。np困难问题实际上意味着,当计算特定时间步长t的AGP或WRP解决方案时,环境中的任何微小变化都需要计算全新的解决方案。将3D AGP和WRP求解计算扩展到4D(即考虑时间对生成的解的影响)意味着,如果连续执行AGP和WRP解的更新,将消耗大量的计算资源,因为每个时间步长的解将依次计算。我们的特定的AGP和wrp求解算法是建立在光子映射算法的基础上,以模拟在传感环境中可获得的信息。光子映射算法模拟多光谱光子在环境中的传播,并将光子与环境相互作用的结果存储在称为光子映射的k-d树数据结构中。由于每个虚拟光子可以独立于其他虚拟光子运行,在特定时间步长t生成的光子图可以独立于在其他时间步长使用图形处理单元(GPU)填充的其他光子图生成。因此,给定n个大小的时间序列,光子映射可以由n核GPU的每个成员填充。一旦光子地图更新,我们的AGP/ wrp求解算法可以使用分配给光子地图人口的特定核心在时间序列上并行执行。我们给出了我们的计算结果,并比较了基于串行和基于gpu的性能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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