A Cellular Architecture for Ray Tracing

Abdelghani Atamenia, M. Mériaux, E. Leprêtre, Samuel Degrande, Bruno Vidal
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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.
用于光线追踪的细胞结构
在本文中,我们提出了一个大规模并行机器,专门用于离散光线追踪技术的图像合成。这台机器是一个四阶段的流水线,最后阶段是一个二维细胞阵列,每个像素一个细胞。描述其行为的两个主要阶段:·加载到要显示的场景对象的元胞阵列中,在转换为平面多边形集之后,然后转换为体素。·全分布式场景的细胞光线追踪。第一阶段允许我们将这台机器视为大规模并行(不现实)渲染单元:在加载阶段结束时:对象在蜂窝阵列中被完全识别为像素。然后,我们只需要显示计算的视觉特征(在加载阶段通过Gouraud或Phong-like增量方法)。第二阶段通过以一种非常特殊的方式执行光线追踪算法来提高图像质量,即完全分布在阵列的许多单元上。在这个阶段,物体被分割成体素,进入虚拟的3D存储空间。这台机器试图为性能问题带来一个戏剧性的答案,不仅考虑到使用大规模并行性进行图像合成所需的计算能力,而且考虑到使用非常规则的结构的实现成本,这使它成为一个面向vlsi的架构。
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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