Parallel depth first search. Part I. implementation
International Journal of Parallel Programming
Dynamic computational geometry on parallel computers
C3P Proceedings of the third conference on Hypercube concurrent computers and applications - Volume 2
Best-first branch-and bound on a hypercube
C3P Proceedings of the third conference on Hypercube concurrent computers and applications - Volume 2
Branch-and-bound algorithms on a hypercube
C3P Proceedings of the third conference on Hypercube concurrent computers and applications - Volume 2
Analysis and Implementation of Branch-and-Bound Algorithms on a Hypercube Multicomputer
IEEE Transactions on Computers
Randomized parallel algorithms for backtrack search and branch-and-bound computation
Journal of the ACM (JACM)
Missing the memory wall: the case for processor/memory integration
ISCA '96 Proceedings of the 23rd annual international symposium on Computer architecture
OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Collision detection for fly-throughs in virtual environments
Proceedings of the twelfth annual symposium on Computational geometry
The implementation of the Cilk-5 multithreaded language
PLDI '98 Proceedings of the ACM SIGPLAN 1998 conference on Programming language design and implementation
Fast collision detection using QuOSPO trees
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Optimized view frustum culling algorithms for bounding boxes
Journal of Graphics Tools
On the Efficiency of Parallel Backtracking
IEEE Transactions on Parallel and Distributed Systems
Evaluation of a Parallel Branch-and-Bound Algorithm on a Class of Multiprocessors
IEEE Transactions on Parallel and Distributed Systems
An analytical comparison of nearest neighbor algorithms for load balancing in parallel computers
IPPS '95 Proceedings of the 9th International Symposium on Parallel Processing
Efficiency issues for ray tracing
Journal of Graphics Tools
Performance evaluation of load distribution strategies in parallel branch and bound computations
SPDP '95 Proceedings of the 7th IEEE Symposium on Parallel and Distributeed Processing
Frustum Casting for Progressive, Interactive Rendering
Frustum Casting for Progressive, Interactive Rendering
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When parallelizing hierarchical view frustumcu lling and collision detection, the low computation cost per node and the fact that the traversal path through the tree structure is not known à priori make the classical load-balance versus communication tradeoff very challenging. In this paper, a comparative performance evaluation of a number of load distribution strategies is conducted. We show that several strategies suffer froma too high an orchestration overhead to provide any meaningful speedup. However, by applying some straightforward tricks to get rid of most of the locking needed, it is possible to achieve interesting speedups. For our industrially related test scenes, we get about a four-fold speedup on eight processors for view frustumcu lling and three times speedup for collision detection.