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A sorting classification of parallel rendering

机译:并行渲染的分类

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We describe a classification scheme that we believe provides a more structured framework for reasoning about parallel rendering. The scheme is based on where the sort from object coordinates to screen coordinates occurs, which we believe is fundamental whenever both geometry processing and rasterization are performed in parallel. This classification scheme supports the analysis of computational and communication costs, and encompasses the bulk of current and proposed highly parallel renderers - both hardware and software. We begin by reviewing the standard feed-forward rendering pipeline, showing how different ways of parallelizing it lead to three classes of rendering algorithms. Next, we consider each of these classes in detail, analyzing their aggregate processing and communication costs, possible variations, and constraints they may impose on rendering applications. Finally, we use these analyses to compare the classes and identify when each is likely to be preferable.
机译:我们描述了一个分类方案,我们认为该分类方案为推理并行渲染提供了更为结构化的框架。该方案基于从对象坐标到屏幕坐标的排序发生的位置,我们认为,无论何时并行执行几何处理和栅格化,这都是至关重要的。这种分类方案支持计算和通信成本的分析,并且涵盖了当前和拟议中的高度并行渲染器(包括硬件和软件)的大部分。我们从回顾标准前馈渲染管道开始,展示了并行化它的不同方式如何导致三类渲染算法。接下来,我们详细考虑这些类中的每一个,分析它们的合计处理和通信成本,可能的变化以及它们可能对渲染应用程序施加的约束。最后,我们使用这些分析来比较类别,并确定何时每种类别可能更可取。

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