基于转发器的机器上的z -缓冲器

Jian-jin Li, S. Miguet
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引用次数: 10

摘要

本文描述了Z-Buffer算法在分布式存储机上的并行实现。Z-Buffer是最流行的技术之一,用于在三维世界中生成由物体组成的场景的表示。我们提出并比较了两种不同的在计算机网络上的并行实现。在第一种方法中,场景的描述分布在配置为树的处理器之间。图像以流水线方式处理,以便在计算剩余部分时输出图像的部分。在第二种方法中,将图像和场景描述都分发给处理器。在一个环中相互连接的。因此,我们必须在计算开始时在处理器之间动态地重新分配磁片。我们表明这两种方法是互补的:对于小图片或大场景,基于树的算法比基于环的算法表现得更好,但对于大图片或小场景,情况正好相反。使用多达32个处理器,我们获得了比顺序实现更大的速度提升。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Z-Buffer on a Transputer-Based Machine
This paper describes the parallel implementation of the Z-Buffer algorithm on a distributed memory machine. The Z-Buffer is one of the most popular techniques used to generate a representation of a scene consisting of objects in a 3-dimensional world. We propose and compare two different parallel implementations on a network of Transputers. In the first approach, the description of the scene is distributed among the processors configured as a tree. The picture is processed in a pipelined fashion, in order to output parts of the image during the computation of the remainder. In a second approach, both the picture and the scene description are distributed to the processors. interconnected in a ring. We have therefore to redistribute dynamically the tiles among the processors at the beginning of the computation. We show thlat the two approaches are complementary : for small pictures or large scenes, a tree-based algorithm performs better than a ringbased algorithm, but for large pictures or small scenes, it is the other way round. We obtain substantial speedups over the sequential implementation, with up to 32 processors.
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