render tiles wish
1 messages in this thread
Rather than tiles, it may be easier to implement it as rendering horizontal
"slices" (whole scanline groups), or perhaps interlacing the scanlines. If you
have 10 machines and you're rendering an image of 2,000×1,000 resolution, each
machine could render 100 scanlines, either in chunks (machine 1 renders scan
lines 1 – 100, #2 renders lines 101 – 200, etc.) or interlacing (#1 renders
scan lines 1, 11, 21, 31, 41, … 981, and 991, #2 renders lines 2, 22, 32, …
992, and so on). The former would probably be easier to implement and deal
with, but the latter would be more likely to equitably partition out the
rendering horsepower: an image that is mostly background at the top and bottom
but has lots of objects with overlapping transparency and way slow .SXPs and
.AXPs (perhaps written in TSE BASIC) and Ray-Traced Shadows and other
rendering-time hogs in the middle would have machines 1, 2, 9, and 10 finishing
up rather quickly, while machines 4, 5, and 6 might be working all night long
if the job were partitioned in scanline chunks. Also doing any sort of
intra-frame partitioning would probably wreak merry havoc with Video Post and
.IXPs — look at the hoops they have to jump through now just to deal with
Field Rendering!