Quantum rendering: an introduction to quantum computing, quantum algorithms and their applications to computer graphics

M. Lanzagorta, J. Uhlmann
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引用次数: 4

Abstract

Course Description: This course intends to present a concise and self-contained introduction to quantum computing and its application to computer graphics. Besides providing a general overview of quantum computing, we will discuss the theoretical limitations of classical computing for graphics and simulation, and how quantum computers can overcome these restrictions. Prerequisites: The course will be self-contained and will not assume any prior knowledge of quantum physics or quantum computing. Familiarity with classical rendering algorithms such as Z-Buffering and ray casting will be helpful. A basic understanding of linear algebra and vector spaces is absolutely required. Siggraph Course Materials:-We have included the full set of slides intended for the Siggraph 2005 course.-We have also included our paper, " Hybrid Quantum-Classical Computing with Applications to Computer Graphics " , which reviews the highlights from our previous technical publications on the application of quantum computing to computer graphics.-The Glassner directory has a copy of Andrew Glassner's brilliant introduction to Quantum Computing.-The NIST directory has the source code and documentation provided by Paul Black for the NIST quantum computer simulator. Introduction Introduction Motivation to study quantum computing and its applications to computer graphics • At very small scales, nature is described by quantum physics instead of classical physics. • Before the year 2020, miniaturization will reach subatomic scales, and quantum phenomena will drastically affect the behavior of semiconductors and microchips. • Around the year 2020 improving the performance of classical bit-oriented computers will reach a fundamental physical limit. The impact on computer graphics (1) • Final Fantasy, a quasi-photo-realistic computer generated animated film opened in 2001. • The average rendering time for a single frame was about 10 hrs on a 933 MHz Pentium processor. • To have a stereoscopic Virtual Reality system running at 60 fps of quality similar to Final Fantasy means a speedup of about 2,160,000. • Moore's law predicts such a processor by the year 2032, but this is well after the point at which classical computing will have exceeded the limitations of semiconductors. • Therefore, such a VR system will not be made of traditional silicon microchips. – Recent developments in dedicated graphics processors (i.e. graphics cards) may push back the date to about 2021 (optimistic but still problematic), and not before 2011 (even in this highly optimistic case, Final Fantasy is not completely photo-realistic). – Of course, new algorithmic techniques may dramatically improve rendering performance, but this is …
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量子渲染:介绍量子计算、量子算法及其在计算机图形学中的应用
课程描述:本课程旨在介绍量子计算及其在计算机图形学中的应用。除了提供量子计算的一般概述外,我们还将讨论图形和模拟经典计算的理论限制,以及量子计算机如何克服这些限制。先决条件:本课程将是独立的,不要求任何量子物理或量子计算的先验知识。熟悉经典的渲染算法,如Z-Buffering和光线投射将有所帮助。对线性代数和向量空间有基本的了解是绝对必要的。Siggraph课程材料:我们已经为Siggraph 2005课程提供了全套幻灯片。-我们也收录了我们的论文“混合量子-经典计算与计算机图形学的应用”,其中回顾了我们以前关于量子计算在计算机图形学中的应用的技术出版物中的亮点。- Glassner目录中有一份Andrew Glassner关于量子计算的精彩介绍。- NIST目录中有Paul Black为NIST量子计算机模拟器提供的源代码和文档。•在非常小的尺度上,自然是由量子物理学而不是经典物理学来描述的。在2020年之前,小型化将达到亚原子尺度,量子现象将极大地影响半导体和微芯片的行为。•在2020年左右,提高经典的位计算机的性能将达到一个基本的物理极限。•《最终幻想》,一部准真实感的电脑动画电影,于2001年上映。•在933 MHz的奔腾处理器上,单帧的平均渲染时间约为10小时。•让立体虚拟现实系统以60帧/秒的质量运行,类似于《最终幻想》意味着加速大约216万。•摩尔定律预测,这样的处理器将在2032年问世,但这远远晚于经典计算突破半导体限制的时间点。•因此,这样的VR系统将不会使用传统的硅芯片。-专用图形处理器(即显卡)的最新发展可能会将日期推迟到2021年左右(乐观但仍有问题),而不是2011年之前(即使在这种高度乐观的情况下,最终幻想也不是完全逼真的)。-当然,新的算法技术可能会显著提高渲染性能,但这是…
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