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Event-driven message passing and parallel simulation of global illumination / Tomáš Plachetka. 2003
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Table of contents
1 Introduction
1.1 Current parallel programming standards
1.1.1 Polling in non-trivial parallel applications
1.2 Photorealistic image synthesis
1.2.1 Measures of photorealism
1.2.2 Photorealistic rendering systems
1.2.3 Light phenomena and their simulation
1.3 Outline of this thesis
2 Event-driven message passing
2.1 Non-trivial parallel applications
2.2 Development of parallel programming
2.2.1 Occam programming language
2.2.2 Transputer
2.2.3 Occam, Transputer and non-trivial parallel applications
2.3 Current message passing standards: PVM and MPI
2.4 Point-to-point message passing in PVM and MPI
2.4.1 Message assembling and sending
2.4.2 Message receiving and disassembling
2.5 Unifying framework for message passing
2.5.1 Components of the message passing framework
2.5.2 Application process
2.5.3 Basic message passing operations
2.5.4 Message passing system
2.5.5 Language binding
2.5.6 Operation binding
2.6 Threaded non-trivial PVM and MPI applications
2.6.1 Threads and thread-safety
2.6.2 Polling in threaded non-trivial PVM and MPI applications
2.6.3 Polling in communication libraries
2.6.4 Limits of active polling
2.6.5 Previous work related to thread-safety of PVM and MPI
2.6.6 Quasi-thread-safe PVM and MPI
2.6.7 Towards a complete thread-safety of PVM and MPI
2.7 TPL: Event-Driven Thread Parallel Library
2.7.1 Concept
2.7.2 Process startup and termination
2.7.3 Thread management
2.7.4 Message passing
2.7.5 Message handling and message callbacks
2.7.6 Message packing and unpacking
2.7.7 Error handling and debugging
2.7.8 Flow control
2.8 Efficiency benchmarks
2.8.1 ONE-SIDED THREADED PINGPONG
2.8.2 SYMMETRICAL THREADED PINGPONG
2.8.3 Summary of benchmarking results
2.9 Conclusions
2.9.1 Overlapping of Communication and Computation
3 Global illumination
3.1 Physics of light
3.2 3D modeling
3.2.1 Modeling of colour spectrum
3.2.2 Modeling of surface geometry
3.2.3 Modeling of surface materials
3.2.4 Modeling of light sources
3.2.5 Modeling of camera
3.3 The global illumination problem
3.3.1 Rendering equations
3.4 Approaches to the global illumination problem
3.4.1 Direct methods
3.4.2 Approximation methods
3.5 Conclusions
4 Ray tracing
4.1 The basic ray tracing algorithm
4.2 Sequential optimisation techniques
4.2.1 Bounding volumes
4.2.2 Bounding slabs
4.2.3 Light buffers
4.3 Persistence of Vision Ray Tracer
4.4 Parallel ray tracing
4.4.1 Existing approaches
4.4.2 Image space subdivision
4.4.3 Setting of parameters in the perfect load balancing algorithm
4.4.4 Distributed object database
4.4.5 Experiments
4.4.6 Further extensions and improvements
4.5 Conclusions
5 Radiosity
5.1 Southwell relaxation
5.1.1 Shooting radiosity algorithm
5.2 Form factor computation
5.2.1 Monte Carlo form factor computation
5.3 Discretisation of surface geometry
5.4 Illumination storage and reconstruction
5.5 Energy transfer
5.5.1 Shooting radiosity algorithm using the ray tracing shader
5.6 Visualisation
5.7 Experiments
5.7.1 Form factors
5.7.2 Experiments with the box scene
5.7.3 Experiments with large scenes
5.8 Conclusions
6 Summary
6.1 Towards portable 3D standards
A MPI progress rule tester
B Threaded pingpong benchmark
B.1 TPL 2.0
B.2 PVM 3.4
B.3 MPI (MPI 1, MPI 2)
List of figures
Bibliography
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