{"title":"交互式光线跟踪算法的并行实现","authors":"A.Augusto Sousa, F.Nunes Ferreira","doi":"10.1016/0956-0521(95)00037-2","DOIUrl":null,"url":null,"abstract":"<div><p>One of the most-used rendering algorithms in Computer Graphics is the Ray-Tracing. The “standard” (Whited like) Ray-Tracing is a good rendering algorithm but with a drawback: the time necessary to produce an image is too large (several hours of CPU time are necessary to make a good picture of a moderately sophisticated 3D scene) and the image is only ready to be observed at the end of processing. This kind of situation is difficult to accept in systems where interactivity is the first goal. “Increasing Realism” in Ray-Tracing tries to avoid the problem by supplying the user with a preview of the final image. This preview can be calculated in a considerably shorter time but permits that, with some margin of error, the user can imagine (even see, sometimes) some final effects. With more processing time the image quality continues improving without loss of previous results. The user can, at any time, interrupt the session if the image does not match what he wants. Simultaneously with the above idea, it is necessary to accelerate image production. Parallelism is then justified by the need of more processing power. The aim of this text is to describe the Interactive Ray-Tracing Algorithm implementation, using a parallel architecture based on Transputers. An overview of the architecture used is presented and the main parallel processes and related problems are discussed.</p></div>","PeriodicalId":100325,"journal":{"name":"Computing Systems in Engineering","volume":"6 4","pages":"Pages 409-414"},"PeriodicalIF":0.0000,"publicationDate":"1995-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1016/0956-0521(95)00037-2","citationCount":"1","resultStr":"{\"title\":\"A parallel implementation of an interactive ray-tracing algorithm\",\"authors\":\"A.Augusto Sousa, F.Nunes Ferreira\",\"doi\":\"10.1016/0956-0521(95)00037-2\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>One of the most-used rendering algorithms in Computer Graphics is the Ray-Tracing. The “standard” (Whited like) Ray-Tracing is a good rendering algorithm but with a drawback: the time necessary to produce an image is too large (several hours of CPU time are necessary to make a good picture of a moderately sophisticated 3D scene) and the image is only ready to be observed at the end of processing. This kind of situation is difficult to accept in systems where interactivity is the first goal. “Increasing Realism” in Ray-Tracing tries to avoid the problem by supplying the user with a preview of the final image. This preview can be calculated in a considerably shorter time but permits that, with some margin of error, the user can imagine (even see, sometimes) some final effects. With more processing time the image quality continues improving without loss of previous results. The user can, at any time, interrupt the session if the image does not match what he wants. Simultaneously with the above idea, it is necessary to accelerate image production. Parallelism is then justified by the need of more processing power. The aim of this text is to describe the Interactive Ray-Tracing Algorithm implementation, using a parallel architecture based on Transputers. An overview of the architecture used is presented and the main parallel processes and related problems are discussed.</p></div>\",\"PeriodicalId\":100325,\"journal\":{\"name\":\"Computing Systems in Engineering\",\"volume\":\"6 4\",\"pages\":\"Pages 409-414\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1995-08-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://sci-hub-pdf.com/10.1016/0956-0521(95)00037-2\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computing Systems in Engineering\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/0956052195000372\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computing Systems in Engineering","FirstCategoryId":"1085","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/0956052195000372","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
A parallel implementation of an interactive ray-tracing algorithm
One of the most-used rendering algorithms in Computer Graphics is the Ray-Tracing. The “standard” (Whited like) Ray-Tracing is a good rendering algorithm but with a drawback: the time necessary to produce an image is too large (several hours of CPU time are necessary to make a good picture of a moderately sophisticated 3D scene) and the image is only ready to be observed at the end of processing. This kind of situation is difficult to accept in systems where interactivity is the first goal. “Increasing Realism” in Ray-Tracing tries to avoid the problem by supplying the user with a preview of the final image. This preview can be calculated in a considerably shorter time but permits that, with some margin of error, the user can imagine (even see, sometimes) some final effects. With more processing time the image quality continues improving without loss of previous results. The user can, at any time, interrupt the session if the image does not match what he wants. Simultaneously with the above idea, it is necessary to accelerate image production. Parallelism is then justified by the need of more processing power. The aim of this text is to describe the Interactive Ray-Tracing Algorithm implementation, using a parallel architecture based on Transputers. An overview of the architecture used is presented and the main parallel processes and related problems are discussed.