Path: utzoo!utgpu!news-server.csri.toronto.edu!rutgers!usc!rpi!uupsi!eye!erich From: erich@eye.com (Eric Haines) Newsgroups: comp.graphics Subject: Re: Distributed Ray Tracing Summary: Here are a bunch of references Keywords: ray tracing, distributed Message-ID: <1991Mar11.152453.1194@eye.com> Date: 11 Mar 91 15:24:53 GMT References: <6678@celery34.UUCP> Sender: Eric Haines Reply-To: erich@eye.com (Eric Haines) Organization: 3D/Eye Inc., Ithaca, NY Lines: 111 In article <6678@celery34.UUCP> stephens@motcid.UUCP (Kurt Stephens) writes: > > Most implementations (I've seen or heard or) of distributed ray >tracing, distribute the object database between multiple processors and >each processor computes a subset of the image. > Has any research been done on distributed ray tracers >which each processor handles the ray-object intersections for >subset of the database, while a master processor (or group of >master processors) computes the image, by sending messages to the >appropriate object processor, e.g. "intersect ray X with object Y"? Check out: %A John Salmon %A Jeffrey Goldsmith %T A Hypercube Ray-Tracer %J Proceedings of the Third Conference on Hypercube Computers and Applications %D 1988 They have an interesting method of taking a database which has been put in a hierarchical bounding box efficiency scheme and splitting up the hierarchy for efficient ray tracing. They also talk about image decomposition. %A Mark E. Dippe %A John Swensen %T An Adaptive Subdivision Algorithm and Parallel Architecture for Realistic Image Synthesis %J Computer Graphics (SIGGRAPH '84 Proceedings) %V 18 %N 3 %D July 1984 %P 149-158 %O also in Tutorial: Computer Graphics Hardware: Image Generation and Display, Computer Society Press, Washington, 1988, p. 285-290. They propose an algorithm for adaptive load distribution by splitting up the database into a grid of hexahedra and adjusting the boundaries of these hexahedra when bottlenecks in ray passing are detected. %A Keiji Nemoto %A Takao Omachi %T An Adaptive Subdivision by Sliding Boundary Surfaces for Fast Ray Tracing %J Proceedings of Graphics Interface '86 %I Canadian Information Processing Society %C Toronto, Ontario %D May 1986 %P 43-48 %Z adaptive subdivision algorithm on a parallel architecture These take Dippe & Swensen's ideas, but use regular boxes instead of hexahedra for efficiency. Hmmm, there are actually quite a few papers on this area of research. Give Tom Wilson's ray tracing abstracts a look. I just remembered, there's a nice overview of this topic. The following related references are from an article in the hardcopy Ray Tracing News (which I wish was reprinted somewhere else) by David Jevans: %A Hiroaki Kobayashi %A Tadao Nakamura %A Yoshiharu Shigei %T Parallel Processing of an Object Space for Image Synthesis Using Ray Tracing %J The Visual Computer %V 3 %N 1 %D February 1987 %P 13-22 %A Isaac D. Scherson %A Elisha Caspary %T Multiprocessing for Ray Tracing: a Hierarchical Self-balancing Approach %J The Visual Computer %V 4 %N 4 %D October 1988 %P 188-196 %A Andrew Pearce %T An Implementation of Ray Tracing Using Multiprocessor and Spatial Subdivision %R Master's Thesis %I University of Calgary, Dept. of Computer Science %D 1987 %A Hiroaki Kobayashi %A Satoshi Nishimura %A Hideyuki Kubota %A Tadao Nakamura %A Yoshiharu Shigei %T Load Balancing Strategies for a Parallel Ray-Tracing System Based on Constant Subdivision %J The Visual Computer %V 4 %N 4 %D October 1988 %P 197-209 %A Hiroaki Kobayashi %A Satoshi Nishimura %T Parallel Architecture for Fast Image Synthesis Under Dynamic Environments %B Proceedings of Computer Graphics International '89 %I Springer-Verlag %D 1989 [does anyone have the page numbers and editors of this last reference?] There are probably more I've missed. Eric Haines, erich@eye.com