交互式光线跟踪算法的并行实现

A.Augusto Sousa, F.Nunes Ferreira
{"title":"交互式光线跟踪算法的并行实现","authors":"A.Augusto Sousa,&nbsp;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,&nbsp;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}
引用次数: 1

摘要

光线追踪是计算机图形学中最常用的渲染算法之一。“标准”(像白色一样)光线追踪是一种很好的渲染算法,但有一个缺点:生成图像所需的时间太长(需要几个小时的CPU时间来制作一个中等复杂的3D场景的好图片),并且图像只有在处理结束时才能被观察到。在以交互性为首要目标的系统中,这种情况很难被接受。光线追踪中的“增加真实感”试图通过向用户提供最终图像的预览来避免这个问题。这个预览可以在相当短的时间内计算出来,但允许用户在有一定误差的情况下想象(有时甚至可以看到)一些最终效果。随着更多的处理时间,图像质量不断提高,而不会失去以前的结果。如果图像与用户想要的不匹配,用户可以随时中断会话。与上述理念同时,有必要加快图像制作。然后,需要更多的处理能力来证明并行性是合理的。本文的目的是描述交互式光线追踪算法的实现,使用基于Transputers的并行架构。概述了所使用的体系结构,并讨论了主要的并行进程和相关问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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.

求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信