scalable parallel algorithms for interactive visualization of curved surfaces
We present efficient parallel algorithms for interactive display of higher order surfaces on current graphics systems. At each frame, these algorithms approximate the surface by polygons and rasterize them over the graphics pipeline. The time for polygon generation for each surface primitive varies between successive frames and we address issues in distributing the load across processors for different environments. This includes algorithms to statically distribute the primitives to reduce dynamic load imbalance as well a distributed wait-free algorithm for machines on which re-distribution is efficient, e.g. shared memory machine. These algorithms have been implemented on different graphics systems and applied to interactive display of trimmed spline models. In practice, we are able to obtain almost linear speed-ups (as a function of number of processors). Moreover, the distributed wait-free algorithm is faster by 25-30\% as compared to static and dynamic schemes.
scalability parallel algorithm algorithm interaction interaction visualization surface efficiency order graphics systems approximation polygon pipeline timing generation addressing distributed processor environments dynamic wait-free shared memory splines model practical functional scheme load balancing surface tessellation simulation-based design real-time rendering