Qualifying Exam for Alvin Leung
DRAFT
Paul Coddington
November 14, 1996
Thesis committee members:
Paul Coddington
Geoffrey Fox
Ernest Sibert
Problem 1
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Briefly describe the different tasks that are involved for a 3D
polygon-based rendering algorithm, and the parallelism available
for each task.
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Choose one of these tasks and write some pseudo-code indicating
how the parallelism would be implemented using MPI.
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What are the potential bottlenecks in implementing a parallel rendering
algorithm?
Problem 2
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Describe how 3D terrain can be modeled using VRML 1.0.
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Indicate how VRML could be used to add objects such as buildings onto the
terrain.
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What additional elements in the VRML 2.0 standard can be used to improve
the performance of real-time terrain rendering?
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Discuss the shortcomings of VRML 2.0 in this context. In particular,
propose further additions and argue their utility.
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Give a rough estimate of the minimum bandwidth required for real-time
rendering of a scene containing 2000 polygons, using:
- VRML
- an ideal client/server rendering algorithm, which may use compression
algorithms
- an algorithm which sends rendered 512x512 images for each frame,
with and without image compression.
Problem 3
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Give one example of a numerical algorithm for solving a matrix equation
of the form Ax = b. You should clearly describe the class of
problems to which the algorithm applies.
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Explain how this algorithm could be parallelized. In doing so, sketch
briefly the context (hardware/software) that you have in mind.
-
What factors would cause less than perfect speedup for the parallel
algorithm?
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Why is this significant in 3-D rendering?