Data-parallel Micropolygon Rasterization

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Date
2010
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Volume Title
Publisher
The Eurographics Association
Abstract
Abstract We implement a tile based sort-middle rasterizer in CUDA and study its performance characteristics when used as a backend for adaptive tessellation down to micropolygons. Tessellation and bucketing map very well to the data-parallel paradigm of CUDA, and the majority of time is spent with rasterization. Despite this, our fastest implementation is able to reach 30-50% of the hardware rasterization performance of an Nvidia GTX 280. Overall we are able to rasterize 4 M textured and Phong shaded microquads into a 1600x1200 framebuffer at 10-12 fps.Abstract We implement a tile based sort-middle rasterizer in CUDA and study its performance characteristics when used as a backend for adaptive tessellation down to micropolygons. Tessellation and bucketing map very well to the data-parallel paradigm of CUDA, and the majority of time is spent with rasterization. Despite this, our fastest implementation is able to reach 30-50% of the hardware rasterization performance of an Nvidia GTX 280. Overall we are able to rasterize 4 M textured and Phong shaded microquads into a 1600x1200 framebuffer at 10-12 fps.
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@inproceedings{
10.2312:egsh.20101046
, booktitle = {
Eurographics 2010 - Short Papers
}, editor = {
H. P. A. Lensch and S. Seipel
}, title = {{
Data-parallel Micropolygon Rasterization
}}, author = {
Eisenacher, Christian
and
Loop, Charles
}, year = {
2010
}, publisher = {
The Eurographics Association
}, ISBN = {}, DOI = {
10.2312/egsh.20101046
} }
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