Content deleted Content added
ClueBot NG (talk | contribs) m Reverting possible vandalism by 75.38.233.5 to version by Mandarax. False positive? Report it. Thanks, ClueBot NG. (1021298) (Bot) |
Repairing links to disambiguation pages - You can help! - Latency |
||
Line 2:
== Workload Distribution ==
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 (engineering)|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 ===
|