Abstract (EN):
One of the most-used rendering algorithms in Computer Graphics is the Ray-Tracing. The
"'standard" (Whited like) Ray-Tracing ~ is a good rendering algorithm but with a drawback: the time
necessary to produce an image is too large (several hours of CPU time are necessary to make a good
picture of a moderately sophisticated 3D scene) and the image is only ready to be observed at the end
of processing. This kind of situation is difficult to accept in systems where interactivity is the first goal.
"Increasing Realism" in Ray-Tracing tries to avoid the problem by supplying the user with a preview of
the final image. This preview can be calculated in a considerably shorter time but permits that, with some
margin of error, the user can imagine (even see, sometimes) some final effects. With more processing time
the image quality continues improving without loss of previous results. The user can, at any time, interrupt
the session if the image does not match what he wants. Simultaneously with the above idea, it is necessary
to accelerate image production. Parallelism is then justified by the need of more processing power. The
aim of this text is to describe the Interactive Ray-Tracing Algorithm implementation, using a parallel
architecture based on Transputers. An overview of the architecture used is presented and the main parallel
processes and related problems are discussed.
Language:
Portuguese
Type (Professor's evaluation):
Scientific
No. of pages:
6