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by Alexis Vartanian, Nathalie Drach-temam
In EuroPar'99
http://www.lri.fr/~alex/publis/paper0299.ps.gz
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Abstract:
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. Topic: 9. Parallel Computer Architecture
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