Memory access pattern: Difference between revisions

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=== Spatially coherent ===
In [[3D rendering]], access patterns for [[texture mapping]] and [[rasterization]] of small primitives (with arbitrary distortions of complex surfaces) are far from linear, but can still exhibit spatial locality (e.g. in [[screen space]] or [[texture space]]) . This can be turned into good ''memory'' locality via some combination of [[morton order]] and [[Tiling (computer graphics)|tiling]] for [[texture map]]s and [[frame buffer]] data (mapping spatial regions onto cache lines), or by sorting primitives via [[tile based deferred rendering]].<ref>{{cite web|title=morton order to accelerate texturing|url=http://john.cs.olemiss.edu/~rhodes/papers/Nocentino10.pdf}}</ref>
 
=== Random ===