Abdelghani Atamenia, M. Mériaux, E. Leprêtre, Samuel Degrande, Bruno Vidal
{"title":"A Cellular Architecture for Ray Tracing","authors":"Abdelghani Atamenia, M. Mériaux, E. Leprêtre, Samuel Degrande, Bruno Vidal","doi":"10.2312/EGGH/EGGH90/085-091","DOIUrl":null,"url":null,"abstract":"We propose in this paper a massively parallel machine dedicated to image synthesis by discrete ray tracing techniques. This machine is a four-stage pipeline, the last stage being a bidimensional cellular array with one cell per pixel. Two main phases describe its behaviour: · Loading into the cellular array of the objects of the scene to be displayed, after having been transformed into sets of planar polygons, and then into voxels. · Cellular ray tracing over the fully distributed scene. \n \nThe first phase allows us to see this machine as a massively parallel (not realistic) rendering unit: at the end of the loading phase: objects are fully identified pixel per pixel in the cellular array. Then, we have only to display the computed visual features (by means of Gouraud or Phong-like incremental methods during the loading phase). \n \nThe second phase increases the image quality by executing the ray tracing algorithm in a very special way, i.e., completely distributed all over the many cells of the array. In that phase, objects are seen as split into voxels into a virtual 3D memory space. The machine is an attempt to bring a dramatic answer to the problem of performance, taking into account not only the computational power required for image synthesis by using a massive parallelism, but also the realization costs by using very regular structures, which make it a VLSI-oriented architecture.","PeriodicalId":321323,"journal":{"name":"Advances in Computer Graphics Hardware V","volume":"24 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Advances in Computer Graphics Hardware V","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2312/EGGH/EGGH90/085-091","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 5
Abstract
We propose in this paper a massively parallel machine dedicated to image synthesis by discrete ray tracing techniques. This machine is a four-stage pipeline, the last stage being a bidimensional cellular array with one cell per pixel. Two main phases describe its behaviour: · Loading into the cellular array of the objects of the scene to be displayed, after having been transformed into sets of planar polygons, and then into voxels. · Cellular ray tracing over the fully distributed scene.
The first phase allows us to see this machine as a massively parallel (not realistic) rendering unit: at the end of the loading phase: objects are fully identified pixel per pixel in the cellular array. Then, we have only to display the computed visual features (by means of Gouraud or Phong-like incremental methods during the loading phase).
The second phase increases the image quality by executing the ray tracing algorithm in a very special way, i.e., completely distributed all over the many cells of the array. In that phase, objects are seen as split into voxels into a virtual 3D memory space. The machine is an attempt to bring a dramatic answer to the problem of performance, taking into account not only the computational power required for image synthesis by using a massive parallelism, but also the realization costs by using very regular structures, which make it a VLSI-oriented architecture.