389 research outputs found

    A parallel progressive radiosity algorithm based on patch data circulation

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    Cataloged from PDF version of article.Current research on radiosity has concentrated on increasing the accuracy and the speed of the solution. Although algorithmic and meshing techniques decrease the execution time, still excessive computational power is required for complex scenes. Hence, parallelism can be exploited for speeding up the method further. This paper aims at providing a thorough examination of parallelism in the basic progressive refinement radiosity, and investigates its parallelization on distributed-memory parallel architectures. A synchronous scheme, based on static task assignment, is proposed to achieve better coherence for shooting patch selections. An efficient global circulation scheme is proposed for the parallel light distribution computations, which reduces the total volume of concurrent communication by an asymptotical factor. The proposed parallel algorithm is implemented on an Intel's iPSC/2 hypercube multicomputer. Load balance qualities of the proposed static assignment schemes are evaluated experimentally. The effect of coherence in the parallel light distribution computations on the shooting patch selection sequence is also investigated. Theoretical and experimental evaluation is also presented to verify that the proposed parallelization scheme yields equally good performance on multicomputers implementing the simplest (e.g. ring) as well as the richest (e.g. hypercube) interconnection topologies. This paper also proposes and presents a parallel load re-balancing scheme which enhances our basic parallel radiosity algorithm to be usable in the parallelization of radiosity methods adopting adaptive subdivision and meshing techniques. (C) 1996 Elsevier Science Lt

    Parallel hierarchical global illumination

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    Solving the global illumination problem is equivalent to determining the intensity of every wavelength of light in all directions at every point in a given scene. The complexity of the problem has led researchers to use approximation methods for solving the problem on serial computers. Rather than using an approximation method, such as backward ray tracing or radiosity, we have chosen to solve the Rendering Equation by direct simulation of light transport from the light sources. This paper presents an algorithm that solves the Rendering Equation to any desired accuracy, and can be run in parallel on distributed memory or shared memory computer systems with excellent scaling properties. It appears superior in both speed and physical correctness to recent published methods involving bidirectional ray tracing or hybrid treatments of diffuse and specular surfaces. Like progressive radiosity methods, it dynamically refines the geometry decomposition where required, but does so without the excessive storage requirements for ray histories. The algorithm, called Photon, produces a scene which converges to the global illumination solution. This amounts to a huge task for a 1997-vintage serial computer, but using the power of a parallel supercomputer significantly reduces the time required to generate a solution. Currently, Photon can be run on most parallel environments from a shared memory multiprocessor to a parallel supercomputer, as well as on clusters of heterogeneous workstations

    Parallel Hierarchical Radiosity on Hybrid Platforms

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    The final publication is available at Springer via http://dx.doi.org/10.1007/s11227-011-0592-6[Abstract] Achieving an efficient realistic illumination is an important aim of research in computer graphics. In this paper a new parallel global illumination method for hybrid systems based on the hierarchical radiosity method is presented. Our solution allows the exploitation of systems that combine independent nodes with multiple cores per node. Thus, multiple nodes work in parallel in the computation of the global illumination for the same scene. Within each node, all the available computational cores are used through a shared-memory multithreading approach. The good results obtained in terms of speedup on several distributed-memory and shared-memory configurations show the versatility of our hybrid proposal.[Resumo] Acadar unha eficiente iluminación realista é un importante obxectivo no campo dos gráficos por computadora. Neste traballo preséntase un novo método de iluminación global paralelo para sistemas híbridos baseado no modelo de radiosidade jerárquica. A nosa solución permite a explotación de sistemas que combinen nodos de cómputo independentes con múltiples núcleos de execución en cada nodo. Deste xeito, varios nodos traballan en paralelo na computación da iluminación global dunha mesma escea. Dentro de cada nodo, todos os núcleos computacionais dispoñibles son aproveitados mediante unha aproximación multifío en memoria compartida. Os bos resultados obtidos en canto a aceleración en distintas configuracións de memoria compartida e distribuída dan mostra da versatilidade da nosa proposta híbrida.Xunta de Galicia; INCITE08PXIB105161PRMinisterio de Educación y Ciencia; MEC TIN 2010-16735Xunta de Galicia; 08TIC001206P

    Efficient From-Point Visibility for Global Illumination in Virtual Scenes with Participating Media

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    Sichtbarkeitsbestimmung ist einer der fundamentalen Bausteine fotorealistischer Bildsynthese. Da die Berechnung der Sichtbarkeit allerdings äußerst kostspielig zu berechnen ist, wird nahezu die gesamte Berechnungszeit darauf verwendet. In dieser Arbeit stellen wir neue Methoden zur Speicherung, Berechnung und Approximation von Sichtbarkeit in Szenen mit streuenden Medien vor, die die Berechnung erheblich beschleunigen, dabei trotzdem qualitativ hochwertige und artefaktfreie Ergebnisse liefern

    Efficient Many-Light Rendering of Scenes with Participating Media

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    We present several approaches based on virtual lights that aim at capturing the light transport without compromising quality, and while preserving the elegance and efficiency of many-light rendering. By reformulating the integration scheme, we obtain two numerically efficient techniques; one tailored specifically for interactive, high-quality lighting on surfaces, and one for handling scenes with participating media
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