Abstract
The cost in computing cycles for state-of-the-art imagery continues to rise exponentially. Fortunately, so does the cost-effectiveness of state-of-the-art computer processors. However, that leaves us continually several orders of magnitude short on processing power if we wish to make state-of-the-art images in real-time or even interactive time. An obvious answer to this dilemma lies in parallel processing. As massively parallel supercomputers become reality and promise a future including massively parallel everyday computers, it is no longer a silly exercise to consider how to use thousands or even millions of processors in computer graphics.
Many algorithms from traditional computer graphics lend themselves to parallel implementation. However, there are many ways in which the remaining algorithms can prevent a system from realizing the potential of a massively parallel computing resource. Many parallel architectures for graphics have been proposed and a few have even been available commercially in the past few years. A close look at these architectures usually reveals underlying assumptions about the nature of computations for graphics which may not always prove true.
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© 1991 EUROGRAPHICS The European Association for Computer Graphics
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Crow, F.C. (1991). Parallel Computing for Graphics. In: Garcia, G., Herman, I. (eds) Advances in Computer Graphics. EurographicSeminars. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-76286-4_3
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DOI: https://doi.org/10.1007/978-3-642-76286-4_3
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