{"title":"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","authors":"M. Lanzagorta, J. Uhlmann","doi":"10.1145/1198555.1198722","DOIUrl":null,"url":null,"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 …","PeriodicalId":192758,"journal":{"name":"ACM SIGGRAPH 2005 Courses","volume":"47 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2005-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"Quantum rendering: an introduction to quantum computing, quantum algorithms and their applications to computer graphics\",\"authors\":\"M. Lanzagorta, J. Uhlmann\",\"doi\":\"10.1145/1198555.1198722\",\"DOIUrl\":null,\"url\":null,\"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 …\",\"PeriodicalId\":192758,\"journal\":{\"name\":\"ACM SIGGRAPH 2005 Courses\",\"volume\":\"47 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2005-07-31\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACM SIGGRAPH 2005 Courses\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/1198555.1198722\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM SIGGRAPH 2005 Courses","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1198555.1198722","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Quantum rendering: an introduction to quantum computing, quantum algorithms and their applications to computer graphics
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 …