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Abstract—The process of rendering a photorealistic image is an extremely compute intensive task and high quality images
require great amount of time to create. In this paper, we evaluate the bucket rendering technique that uses the Hilbert curve
approximation to sort and group the most correlated buckets in the frame buffer in an effort to decrease the rendering time. To
increase the visual quality of the output images, we also included a multilevel dynamic anti-aliasing algorithm to our renderer to
smooth the jagged edges caused by the bucket rendering. We implemented the proposed bucket ordering method on a system
that uses photon mapping algorithm. We tested the effects of our method both on single processor and on parallel processors
with three dimensional scene files to measure and analyze its performance.
—————————— ——————————
scenes that are bigger than the actual memory itself.
1 INTRODUCTION Another important advantage is that system can render
P
multiple tiles at a time. This feature is crucial for multi-
hotorealistic image rendering is one of the most
core systems. Tiles can be assigned onto different cores
compute intensive tasks in computer graphics [1,
and can be rendered independently. In this case,
2]. The process uses almost all system resources to
synchronization and load balancing between tiles
generate final image on the screen. Resolution and
becomes an important issue [15].
scene complexity has dramatic effects on rendering
Bucket rendering operation can be done in various
time. Higher resolution means, longer rendering times.
ways and parameters. We can render the entire scene
It is hard to load and process entire screen on limited
with fixed bucket order like top-to-bottom or left-to-
CPU, memory, and bandwidth [3, 4]. To overcome this
right. This means buckets are processed starting from
problem, frame buffer should be organized to
top left section of the screen and ending at the bottom
maximize the usage of spatial coherence between
right section. Fixed order bucket rendering does not
specially divided screen units, so called, buckets.
consider the coherence of the neighbor buckets except
Bucket rendering technique is based on subdividing
the latest rendered bucket. To overcome this limitation,
the frame buffer into spatially coherent regions that are
we dynamically order the buckets according to the
rendered independently. The advantage of bucket
edge correlation of the neighboring buckets. When first
rendering is that algorithm stores only a tile of
bucket is rendered successfully, next bucket is selected
intermediate results rather than the full screen data.
according to the Hilbert curve. Hilbert curve
Intermediate results help process multiple regions in
maximizes the usage of cache and data correlation and
parallel. Processing multiple regions becomes more
minimizes the redundant computations done by the
important on multi-core and parallel systems since
renderer. Instead of making the same calculations for
these systems require more data transfer than the
similar buckets, edges are analyzed to reduce the
single CPU systems [7, 8].
number of calculations.
Especially, divided and utilized small tiles can be
In this paper, we present a bucket rendering method
transferred more efficiently over the communication
for photon mapping based global illumination
platform such as system bus or network line. Typical
renderer. Our bucket rendering technique is based on
rendering systems require random access to the frame
Hilbert curve approximation and frame buffer cache
buffer to get the entire image data at once. Bucket
coherence utilization. This architecture serves flexible
rendering technique fetches single and relatively small
and easy to extend infrastructure for parallel and multi-
tile at a time. Smaller tile size is better to work with
core rendering systems [6, 9]. To increase the visual
systems which have limited memory capacity.
quality of the output images, we also present a
Additionally, tiles allow system to work with larger
multilevel dynamic anti-aliasing algorithm to smooth
———————————————— the jagged edges caused by the bucket render.
1. Y.Yavuz Author is with Department of Computer Engineering, Ankara The remaining of the paper is organized as follows.
University, Besevler, Ankara 06500. In Section 2, we discuss the bucket rendering
2. B.Tugrul is with the Department of Computer Engineering, Ankara
University, Besevler, Ankara 06500. techniques and compare their weak and strong points.
3. S.Tosun is with the Department of Computer Engineering, Ankara In Section 3, we discuss the Hilbert curve in detail. In
University, Besevler, Ankara 06500. Section 4, we compare anti-aliasing techniques. In
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Section 5, we present our bucket rendering reduce the calculations, cache data should be used
implementation in single processor and parallel extensively. Our system uses Hilbert space filling curve
processor systems. In Section 6, we illustrate the (also known as Hilbert order) to overcome this
experimental results. Finally, we conclude the paper in problem. Hilbert curve organizes the tiles in the frame
Section 7. buffer to achieve the most optimized results.
Fig. 10. Rendering time comparison of four levels of dynamic anti- 8 ACKNOWLEDGMENTS
aliasing.
This work was supported in part by Ankara
University under grant 09B4343009.
In Fig. 11, we show the impact of different anti-
aliasing levels on the visual quality. We used level-0-0, REFERENCES
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Accelerated Ray Casting,” Proc. of the conference on visualization, Yusuf Yavuz received Master of Science degree from Computer
Engineering Department at Ankara University in 2009. His
1999.
research interests are computer graphics and parallel
[13] P.H. Christensen, J. Fong, D.M. Laur, D. Batali, “Ray Tracing for the programming.
Movie 'Cars',” In Proc. Of The IEEE Symposium on Interactive Ray
Tracing, 2006. Bulent Tugrul is an Instructor in Department of Computer
[14] E. Reinhard, B.E. Smits, and C. Hansen, “Dynamic Acceleration Engineering at Ankara University. He received Master of Science
degree from Computer Science Department at Syracuse
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University in 2001. His research interests are database
Workshop on Rendering Technique, 2000. management, data mining and computer graphics.
[15] S. Gibson and R.J. Hubbold, “A Perceptually-Driven Parallel
Algorithm for Efficient Radiosity Simulation,” IEEE Transactions on Suleyman Tosun is an assistant professor in Department of
Computer Engineering at Ankara University. He received master
Visualization and Computer Graphics, vol. 6, no. 3, pp. 220-235, and PhD degrees from Computer Engineering Department at
2000. Syracuse University in 2001 and 2005, respectively. His research
[16] Warnock, J. E. 1969 A Hidden Surface Algorithm for Computer interests are electronic design automation, multiprocessor
Generated Halftone Pictures. Doctoral Thesis. UMI Order Number: systems, Network on Chips, and computer graphics.
AAI6919002, The University of Utah.