Parallel rendering: Difference between revisions

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== Workload Distribution ==
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There are two, often competing, reasons for using parallel rendering. Performance scaling allows frames to be rendered more quickly while data scaling allows larger data sets to be visualized. Different methods of distributing the workload tend to favor one type of scaling over the other. There can also be other advantages and disadvantages such as [[latency]] and [[load balancing]] issues. The three main options for primitives to distribute are entire frames, pixels, or objects (e.g. triangle meshes).
 
=== Frame distribution ===
Each processing unit can render an entire frame from a different point of view or moment in time. The frames rendered from different points of view can improve image quality with anti-aliasing or add effects like depth-of-field and three dimensional display output. This approach allows for good performance scaling but no data scaling.