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dc.contributor.authorXu, Xiangen_US
dc.contributor.authorWang, Peien_US
dc.contributor.authorWang, Beibeien_US
dc.contributor.authorWang, Luen_US
dc.contributor.authorTu, Changheen_US
dc.contributor.authorMeng, Xiangxuen_US
dc.contributor.authorBoubekeur, Tamyen_US
dc.contributor.editorLuis Gonzaga Magalhaes and Rafal Mantiuken_US
dc.date.accessioned2016-04-26T07:50:46Z
dc.date.available2016-04-26T07:50:46Z
dc.date.issued2016en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egp.20161040en_US
dc.description.abstractPoint-Based Global Illumination (PBGI) is a popular rendering method in special effects and motion picture productions. The tree-cut computation is in general the most time consuming part of this algorithm, but it can be formulated for efficient parallel execution, in particular regarding wide-SIMD hardware. In this context, we propose several vectorization schemes, namely single, packet and hybrid, to maximize the utilization of modern CPU architectures. While for the single scheme, 16 nodes from the hierarchy are processed for a single receiver in parallel, the packet scheme handles one node for 16 receivers. These two schemes work well for scenes having smooth geometry and diffuse material. When the scene contains high frequency bumps maps and glossy reflections, we use a hybrid vectorization method. We conduct experiments on an Intel Many Integrated Core architecture and report preliminary results on several scenes, showing that up to a 3x speedup can be achieved when compared with non-vectorized execution.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleEfficient Point based Global Illumination on Intel MIC Architectureen_US
dc.description.seriesinformationEG 2016 - Postersen_US
dc.description.sectionheadersPostersen_US
dc.identifier.doi10.2312/egp.20161040en_US
dc.identifier.pages7-8en_US


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