SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
A Ray tracing algorithm for progressive radiosity
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
A rapid hierarchical radiosity algorithm
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Radiosity and realistic image synthesis
Radiosity and realistic image synthesis
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
On the partitionability of hierarchical radiosity
PVGS '99 Proceedings of the 1999 IEEE symposium on Parallel visualization and graphics
A progressive refinement approach to fast radiosity image generation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
A Perceptually-Driven Parallel Algorithm for Efficient Radiosity Simulation
IEEE Transactions on Visualization and Computer Graphics
Modeling the interaction of light between diffuse surfaces
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Finite Element Methods for Global Illumination
Finite Element Methods for Global Illumination
A parallel rendering algorithm based on hierarchical radiosity
VECPAR'02 Proceedings of the 5th international conference on High performance computing for computational science
Hi-index | 0.00 |
In this paper, we present a parallel system called PHR for computing hierarchical radiosity solutions of complex scenes. The system is targeted for multi-processor architectures with distributed memory. The system evaluates and subdivides the interactions level by level in a breadth first fashion, and the interactions are redistributed at the end of each level to keep load balanced. In order to allow interactions freely travel across processors, all the patch data is replicated on all the processors. Hence, the system favors load balancing at the expense of increased communication volume. However, the results show that the overhead of communication is negligible compared with total execution time. We obtained a speed-up of 25 for 32 processors in our test scenes.