{"title":"Parallel hierarchical global illumination","authors":"Q. Snell, J. Gustafson","doi":"10.1109/HPDC.1997.622358","DOIUrl":null,"url":null,"abstract":"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.\".","PeriodicalId":243171,"journal":{"name":"Proceedings. The Sixth IEEE International Symposium on High Performance Distributed Computing (Cat. No.97TB100183)","volume":"20 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1997-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings. The Sixth IEEE International Symposium on High Performance Distributed Computing (Cat. No.97TB100183)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/HPDC.1997.622358","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 5

Abstract

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.".
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并行分层全局照明
本文提出了一种算法,可以求解任意精度的渲染方程,并且可以并行运行在具有良好缩放特性的分布式内存或共享内存计算机系统上。它在速度和物理正确性方面都优于最近发表的涉及双向光线追踪或漫射和镜面混合处理的方法。像“渐进式辐射”方法一样,它在需要的地方动态地细化几何分解,但这样做没有对“射线历史”的过度存储要求。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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