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Game Programming Gems 8 by Adam Lake

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Chapter 1.7. Overlapped Execution on Programmable Graphics Hardware

Allen Hux, Intel Advanced Visual Computing (AVC)

Some graphics algorithms require data structure construction and traversal steps that do not map well to constrained graphics pipelines. Additionally, because of the dependencies between rendering and non-rendering passes, much (or all) of the compute power of the device may go idle between steps of a given algorithm. In this gem, we examine techniques for executing non-rendering algorithms concurrently with traditional rendering on programmable graphics hardware, such as Larrabee. Such programmable graphics devices enable fine-grained signaling and event graphs, allowing algorithmic stages to “overlap.” As a working ...

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