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performance is about three times slower (using paged allocation, which is then
faster), making Pre-Open competitive again. This implies that in a non-GLSL
setting the performance ratios are likely to differ.
Finally, the Post-sort techniques could benefit from a smarter sort, bubble-
sort having the advantage of fitting well in the Render pass due to its straight-
forward execution pattern. Using a more complex algorithm would be especially
beneficial for larger depth complexities. However, increasing the number of frag-
ments per-pixel implies increasing the reserved temporary memory. This impedes
performance: for the rendering of Figure 1.3, allocating a temporary array of size
64 gives a Render time of 20ms, while using an array with 256 entries increases
the Render time to 57ms. This is for the exact same rendering: reserving more
memory reduces parallelism. In contrast, the Pre-sort techniques suffer no such
limitations and support early fragment culling.
For updates on code and results please visit http://www.antexel.com/research/
gpupro5.
1.9 Acknowledgments
We thank NVIDIA for hardware donation as well as Cyril Crassin for discussions
and feedback on GPU programming. This work was funded by ERC ShapeForge
(StG-2012-307877).
Bibliography
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[Crassin 10] Cyril Crassin. “OpenGL 4.0+ A-buffer V2.0: Linked
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