A rapid hierarchical radiosity algorithm
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Computer graphics (2nd ed. in C): principles and practice
Computer graphics (2nd ed. in C): principles and practice
Coarse-grained parallelism for hierarchical radiosity using group iterative methods
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
A parallel hierarchical radiosity algorithm for complex scenes
PRS '97 Proceedings of the IEEE symposium on Parallel rendering
Towards efficient parallel radiosity for DSM-based parallel computers using virtual interfaces
PRS '97 Proceedings of the IEEE symposium on Parallel rendering
A progressive refinement approach to fast radiosity image generation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
MPI: The Complete Reference
A Perceptually-Driven Parallel Algorithm for Efficient Radiosity Simulation
IEEE Transactions on Visualization and Computer Graphics
HiPEC: High Performance Computing Visualization System Supporting Networked Electronic Applications
Euro-Par '98 Proceedings of the 4th International Euro-Par Conference on Parallel Processing
Modeling the interaction of light between diffuse surfaces
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
PHR: A Parallel Hierarchical Radiosity System with Dynamic Load Balancing
The Journal of Supercomputing
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The radiosity method is a well-known global illumination algorithm for rendering scenes which produces highly realistic images. However, it is a computationally expensive method. In order to reduce the response time required for rendering a scene, a parallel version of a hierarchical radiosity algorithm has been developed, which takes profit of both shared and distributed memory architectures. The parallel code is used in an electronic commerce application and, therefore, the main focus is on achieving the fastest response rather than being able to render large scenes.