Alexis Vartanian

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In this paper we evaluate the performance of an SMT processor used as the geometry processor for a 3D polygonal rendering engine. To evaluate this approach, we consider PMesa (a parallel version of Mesa) which parallelizes the geometry stage of the 3D pipeline. We show that SMT is suitable for 3D geometry and we characterize the execution of the geometry(More)
As technology enables to integrate real-time good quality 3D rendering in a single chip, the classical problem of the gap between internal data bandwidth and external memories arises. The texture mapping function requires a tremendous number of texture accesses and many past implementations have been based on costly high bandwidth external memory. Our(More)
The quality of a real-time high end virtual reality system depends on its ability to draw millions of textured triangles in 1/60s. The idea of using commodity PC 3D accelerators to build a parallel machine instead of custom ASICs seems more and more attractive as such chips are getting faster. If image parallelism is used, designers have the choice between(More)
We have designed an algorithm which allows the OpenGL geometry transformations to be processed on a multiprocessor system. We have integrated it in Mesa, a 3D graphics library with an API which is very similar to that of OpenGL. We get a speedup up to 1.8 for a biprocessor without any modiication of the application using the library. In this paper we study(More)
A sort-last 3D parallel rendering machine distributes the triangles to draw to diierent 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(More)
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