Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!watmath!clyde!caip!sri-spam!parcvax!rocksvax!sunybcs!ugsudy From: ugsudy@sunybcs.UUCP (Sudhakar Bharadwaj) Newsgroups: net.graphics Subject: Ray Tracing Message-ID: <418@sunybcs.UUCP> Date: Wed, 16-Jul-86 00:50:55 EDT Article-I.D.: sunybcs.418 Posted: Wed Jul 16 00:50:55 1986 Date-Received: Wed, 16-Jul-86 07:13:42 EDT Organization: SUNY/Buffalo Computer Science Lines: 25 I saw a few articles on Ray Tracing. I am trying to implement Ray Tracing algorithms on 4 Mercury Zip 32016 Array Processors connected to a Unix Machine with 5 MC68000's. The intersection algorithms will be run on the Mercurys and user I/O, Communications, and display will be run on the 68000's. Basically, I will do 1 scanline at a time, checking for intersections, calculations shading, reflection and refraction values inside the mercurys. I am planning to have 1 mercury for preliminary calculations for the intersections, another for the intersections (maybe even the third one also, or maybe the third for cleaning up - shading/reflection/refraction) and the fourth for any final calculations (if I can get around to it, the fourth one will have a frame buffer attached to an auxliary port of the mercury and the image will be displayed upon completion of each scanline, that will save the time of trasnfering 1 scanline of pixel information back to the 68000's). Vectorizing Ray Tracing is not that bad, once you know that you are tracing 1024 x 1024 rays with 1 particular object, so that the same intersection algorithm can be run. This subject does seem to provoke more interest then I thought it would. Does anyone out there have any benchmark figures to show how much a reduction in time an algorithm using an array processor yields?