Data-parallel Micropolygon Rasterization

Christian Eisenacher, Charles T. Loop

Published: 2010, Last Modified: 02 Mar 2026Eurographics (Short Papers) 2010EveryoneRevisionsBibTeXCC BY-SA 4.0
Abstract: We implement a tile based sort-middle rasterizer in CUDA and study its performance characteristics when used as a backend for adaptive tessellation down to micropolygons. Tessellation and bucketing map very well to the data-parallel paradigm of CUDA, and the majority of time is spent with rasterization. Despite this, our fastest implementation is able to reach 30-50% of the hardware rasterization performance of an Nvidia GTX 280. Overall we are able to rasterize 4 M textured and Phong shaded microquads into a 1600x1200 framebuffer at 10-12 fps.Abstract We implement a tile based sort-middle rasterizer in CUDA and study its performance characteristics when used as a backend for adaptive tessellation down to micropolygons. Tessellation and bucketing map very well to the data-parallel paradigm of CUDA, and the majority of time is spent with rasterization. Despite this, our fastest implementation is able to reach 30-50% of the hardware rasterization performance of an Nvidia GTX 280. Overall we are able to rasterize 4 M textured and Phong shaded microquads into a 1600x1200 framebuffer at 10-12 fps.
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