The pixel machine: a parallel image computer
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Pixel-planes 5: a heterogeneous multiprocessor graphics system using processor-enhanced memories
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
A characterization of ten rasterization techniques
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Generating functionology
The algorithmic beauty of plants
The algorithmic beauty of plants
PROOF: an architecture for rendering in object space
Advances in computer graphics hardware III
Combining Z-buffer engines for higher-speed rendering
Advances in computer graphics hardware III
A VLSI architecture for image composition
Advances in computer graphics hardware III
A rapid hierarchical radiosity algorithm
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Multiprocessor methods for computer graphics rendering
Multiprocessor methods for computer graphics rendering
Subanosecond pixel rendering with million transistor chips
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
High-performance polygon rendering
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
A display system for the Stellar graphics supercomputer model GS1000
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Concrete Math
Parallel processing image synthesis and anti-aliasing
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
Image-Composition Architectures for Real-Time Image Generation
Image-Composition Architectures for Real-Time Image Generation
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We consider a multiprocessor graphics architecture object-parallel if graphics primitives are assigned to processors without regard to screen location, and if each processor completely renders the primitives it is assigned. Such an approach leads to the following problem: the images rendered by all processors must be merged, or composited, before they can be displayed. At worst, the number of pixels that must be merged is a frame per processor. Perhaps there is a more parsimonious approach to pixel merging in object-parallel architectures than merging a full frame from each processor. In this paper we analyze the number of pixels that must be merged in objectparallel architectures. Our analysis is from the perspective that the number of pixels to be merged is a function of the depth complexity of the graphics scene to be rendered, and a function of the depth complexity of each processor's subset of the scene to be rendered. We derive a model of depth complexity of graphics scenes rendered on object-parallel architectures. The model is based strictly on the graphics primitive size distribution, and on number of processors. We validate the model with trace data from a number of graphics applications, and with trace-driven simulations of rendering on object-parallel architectures. The results of our analysis suggest some directions in design of object-parallel architectures, and suggest that our model can be used in future analysis of design trade-offs in these architectures.