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Item Selective Parallel Rendering for High-Fidelity Graphics(The Eurographics Association, 2005) Debattista, K.; Sundstedt, V.; Pereira, F.; Chalmers, A.; Louise M. Lever and Mary McDerbyHigh-Fidelity rendering of complex scenes is one of the primary goals of computer graphics. Unfortunately, high- fidelity rendering is notoriously computationally expensive. In this paper we present a framework for high-fidelity rendering in reasonable time through our Rendering on Demand system. We bring together two of the main acceleration methods for rendering: selective rendering and parallel rendering. We present a selective rendering system which incorporates selective guidance. Amongst other things, the selective guidance system takes advantage of limitations in the human visual system to concentrate rendering efforts on the most perceptually important features in an image. Parallel rendering helps reduce the costs further by distributing the workload amongst a number of computational nodes. We present an implementation of our framework as an extension of the lighting simulation system Radiance, adding a selective guidance system that can exploit visual perception. Furthermore, we parallelise Radiance and its primary acceleration data structure, the irradiance cache, and also use the selective guidance to improve load balancing of the distributed workload. Our results demonstrate the effectiveness of the implementation and thus the potential of the rendering framework.Item Perceptual Level of Detail for Efficient Ray Tracing of Complex Scenes(The Eurographics Association, 2005) Yang, X.; Chalmers, A.; Louise M. Lever and Mary McDerbyRendering complex scenes in real time remains one of the major challenges in computer graphics. Recent research in perceptual rendering algorithms and level of detail techniques have shown that, by exploiting knowledge of the human visual system, significant computation time can be saved by only rendering in high quality those parts of the image that the user will see. This paper describes how a level of detail approach can be used to reduce overall computation time when users are undertaking a task within a virtual environment.