3 ms·
Older NVIDIA GPUs (and maybe current ones) used an alternating-direction scheme for coarse rasterization which was called (somewhat tongue in cheek) boustrophed
by psykotic 9y ago
Older NVIDIA GPUs (and maybe current ones) used an alternating-direction scheme for coarse rasterization which was called (somewhat tongue in cheek) boustrophedonic rasterization. The idea was to have more spatial locality for the coverage samples issued by the rasterizer compared to a conventional same-direction scheme. Spatial locality in the two-dimensional sense correlates to spatial locality in the texture cache, for example.