人多不坏汤:在大规模并行计算机上进行轻模拟

Peter Kochevar
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引用次数: 8

摘要

提出了一种在大规模并行计算机上模拟光的传播及其与物质相互作用的计算机图形学算法。这种算法被称为标记射击法,是为包含大量简单通信处理器排列成立方体三维晶格的虚拟机而设计的。在处理器之间只假定最近邻通信,并且不依赖全局共享内存。该算法在精神上类似于为更传统的计算机设计的经典渐进细化辐射法,但不是该技术对大规模并行的适应。相反,新算法使用波动方程的离散化作为局部规则,在对应于空间区域的处理器之间穿梭辐射能值。通过在连接机上实现该算法而创建的许多示例图像被描述和批评。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Too many cooks don't spoil the broth: light simulation on massively parallel computers
A computer graphics algorithm for simulating the propagation of light and its interaction with matter on a massively parallel computer is presented. This algorithm, called the tagged shooting method, is designed for a virtual machine containing a great number of simple communicating processors arrayed into a cubical three-dimensional lattice. Only nearest neighbor communication among processors is assumed, and there is no reliance on global shared memory. The algorithm is similar in spirit to the classical progressive refinement radiosity method designed for more conventional computers but is not an adaptation of that technique to massive parallelism. Instead, the new algorithm uses a discretization of the wave equation as a local rule for shuttling radiant energy values between processors that correspond to regions of space. A number of example images that were created with an implementation of the algorithm on a Connection Machine are depicted and critiqued.<>
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