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dc.contributor.authorEisenacher, Christianen_US
dc.contributor.authorLoop, Charlesen_US
dc.contributor.editorH. P. A. Lensch and S. Seipelen_US
dc.date.accessioned2015-07-09T10:00:39Z
dc.date.available2015-07-09T10:00:39Z
dc.date.issued2010en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egsh.20101046en_US
dc.description.abstractAbstract 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleData-parallel Micropolygon Rasterizationen_US
dc.description.seriesinformationEurographics 2010 - Short Papersen_US
dc.description.sectionheadersRenderingen_US
dc.identifier.doi10.2312/egsh.20101046en_US
dc.identifier.pages53-56en_US


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