Two Schemes to Improve the Performance of a Sort-Last 3D Parallel Rendering Machine with Texture Caches
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A sort-last 3D parallel rendering machine distributes the triangles to draw to different processors. When building such a machine with each processor having a texture cache, the texture locality is worse and the performance is reduced. This article investigates two schemes to preserve this locality while keeping a good load balancing: triangle slicing and locality aware triangle distribution. With both schemes, the speedups are improved between 2 and 6 times.