Simple models of the impact of overlap in bucket rendering

Milton Chen, Gordon Stoll, Homan Igehy, Kekoa Proudfoot, P. Hanrahan
{"title":"Simple models of the impact of overlap in bucket rendering","authors":"Milton Chen, Gordon Stoll, Homan Igehy, Kekoa Proudfoot, P. Hanrahan","doi":"10.1145/285305.285318","DOIUrl":null,"url":null,"abstract":"Bucket rendering is a technique in which the framebuffer is subdivided into coherent regions that are rendered independently. The primary benefits of this technique are the decrease in the size of the working set of framebuffer memory required during rendering and the possibility of processing multiple regions in parallel. The drawbacks of this technique are the cost of computing the regions overlapped by each triangle and the redundant work required in processing triangles multiple times when they overlap multiple regions. Tile size is a critical parameter in bucket rendering systems: smaller tile sizes allow smaller memory footprints and better parallel load balancing but exacerbate the problem of redundant computation. In this paper, we use mathematical models, instrumentation, and trace-driven simulation to evaluate the impact of overlap and conclude that the problem of overlap is limited in scope. If triangles are small, the overlap factor itself is also small. If triangles are large, overlap is high but pixel work dominates the rendering time. In pipelined rendering systems, the worst-case impact of overlap occurs when the area of an input triangle is equal to the area for which the pipeline is balanced—that is, the trianglerelated computation time is equal to the pixel-related computation time. Thus, as the current trends of exponentially increasing triangle rate, slowly increasing screen resolution, and increasing per-pixel computation continue to push this balance point toward triangles with smaller area, bucket rendering systems will be able to utilize smaller tiles efficiently. CR","PeriodicalId":298241,"journal":{"name":"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware","volume":"88 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1998-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"35","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/285305.285318","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 35

Abstract

Bucket rendering is a technique in which the framebuffer is subdivided into coherent regions that are rendered independently. The primary benefits of this technique are the decrease in the size of the working set of framebuffer memory required during rendering and the possibility of processing multiple regions in parallel. The drawbacks of this technique are the cost of computing the regions overlapped by each triangle and the redundant work required in processing triangles multiple times when they overlap multiple regions. Tile size is a critical parameter in bucket rendering systems: smaller tile sizes allow smaller memory footprints and better parallel load balancing but exacerbate the problem of redundant computation. In this paper, we use mathematical models, instrumentation, and trace-driven simulation to evaluate the impact of overlap and conclude that the problem of overlap is limited in scope. If triangles are small, the overlap factor itself is also small. If triangles are large, overlap is high but pixel work dominates the rendering time. In pipelined rendering systems, the worst-case impact of overlap occurs when the area of an input triangle is equal to the area for which the pipeline is balanced—that is, the trianglerelated computation time is equal to the pixel-related computation time. Thus, as the current trends of exponentially increasing triangle rate, slowly increasing screen resolution, and increasing per-pixel computation continue to push this balance point toward triangles with smaller area, bucket rendering systems will be able to utilize smaller tiles efficiently. CR
简单的模型重叠在桶渲染中的影响
桶渲染是一种将帧缓冲区细分为独立渲染的连贯区域的技术。这种技术的主要好处是减少了呈现过程中所需的framebuffer内存工作集的大小,并且可以并行处理多个区域。该技术的缺点是计算每个三角形重叠的区域的成本以及当三角形重叠多个区域时多次处理三角形所需的冗余工作。Tile大小是bucket渲染系统中的一个关键参数:较小的Tile大小允许更小的内存占用和更好的并行负载平衡,但会加剧冗余计算的问题。在本文中,我们使用数学模型、仪器和轨迹驱动模拟来评估重叠的影响,并得出重叠问题的范围有限的结论。如果三角形很小,重叠因子本身也很小。如果三角形很大,重叠就会很高,但是像素工作占据了渲染时间。在流水线渲染系统中,当输入三角形的面积等于管道被平衡的面积时,重叠的最坏影响就会发生——也就是说,与三角形相关的计算时间等于与像素相关的计算时间。因此,随着当前三角形率呈指数级增长、屏幕分辨率缓慢增加和逐像素计算的趋势继续将这个平衡点推向面积较小的三角形,桶渲染系统将能够有效地利用较小的图块。CR
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信