Abstract
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.
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© 1999 Springer-Verlag Berlin Heidelberg
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Vartanian, A., Béchennec, JL., Drach-Temam, N. (1999). Two Schemes to Improve the Performance of a Sort-Last 3D Parallel Rendering Machine with Texture Caches. In: Amestoy, P., et al. Euro-Par’99 Parallel Processing. Euro-Par 1999. Lecture Notes in Computer Science, vol 1685. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-48311-X_106
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DOI: https://doi.org/10.1007/3-540-48311-X_106
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Print ISBN: 978-3-540-66443-7
Online ISBN: 978-3-540-48311-3
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