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dc.contributor.authorBolstad, Mark A.en_US
dc.contributor.editorMargarita Amor and Markus Hadwigeren_US
dc.date.accessioned2014-12-16T07:31:17Z
dc.date.available2014-12-16T07:31:17Z
dc.date.issued2014en_US
dc.identifier.isbn978-3-905674-59-0en_US
dc.identifier.issn1727-348Xen_US
dc.identifier.urihttp://dx.doi.org/10.2312/pgv.20141080en_US
dc.identifier.urihttp://hdl.handle.net/10.2312/pgv.20141080.017-024
dc.description.abstractThis paper compares the performance of three different methodologies for a multi-threaded micropolygon-based renderer. We extend the REYES [AG99] algorithm for multi-threaded rendering, which we call CASCADE. CASCADE processes one bucket per thread, forwarding primitives and micropolygons to other buckets/threads through split and dice operations. ROUND_ROBIN runs N single-threaded versions of CASCADE and a compositor, where primitives are distributed to each thread in a semi-random manner. NO_FORWARD executes split and dice operations, but a primitive that spans multiple buckets is processed independently by different threads and the primitives generated through split and dice operations that project outside the current bucket are discarded. In addition, bucket scheduling is used in this case to ensure that no thread is starved for work. Extensive analysis demonstrates that none of these methodologies are clearly superior to the others under all combinations of primitive size, count, transparency, and parallelism, so, a hybrid algorithm is proposed whose performance characteristics make it the best choice under all but the most pathological casesen_US
dc.publisherThe Eurographics Associationen_US
dc.titleParallel Methodologies for a Micropolygon Rendereren_US
dc.description.seriesinformationEurographics Symposium on Parallel Graphics and Visualizationen_US


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