Paper
4 August 2003 Quantum rendering
Author Affiliations +
Abstract
In recent years, computer graphics has emerged as a critical component of the scientific and engineering process, and it is recognized as an important computer science research area. Computer graphics are extensively used for a variety of aerospace and defense training systems and by Hollywood's special effects companies. All these applications require the computer graphics systems to produce high quality renderings of extremely large data sets in short periods of time. Much research has been done in "classical computing" toward the development of efficient methods and techniques to reduce the rendering time required for large datasets. Quantum Computing's unique algorithmic features offer the possibility of speeding up some of the known rendering algorithms currently used in computer graphics. In this paper we discuss possible implementations of quantum rendering algorithms. In particular, we concentrate on the implementation of Grover's quantum search algorithm for Z-buffering, ray-tracing, radiosity, and scene management techniques. We also compare the theoretical performance between the classical and quantum versions of the algorithms.
© (2003) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
Marco O. Lanzagorta, Richard B. Gomez, and Jeffrey K. Uhlmann "Quantum rendering", Proc. SPIE 5105, Quantum Information and Computation, (4 August 2003); https://doi.org/10.1117/12.486410
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CITATIONS
Cited by 1 scholarly publication.
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KEYWORDS
Computer graphics

Quantum computing

Ray tracing

Algorithm development

Superposition

Databases

Visualization

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