
18 I Rendering
0.4 0.5 0.6 0.7 0.8 0.9 1.0
Load Factor
2
4
6
8
10
12
14
Time
Postopen
Preopen
Figure 1.4. Frame time (ms) versus load-factor for open addressing techniques. Note
the significant performance drop as the load-factor increases. GeForce Titan, 320.49,
2.5M fragments, average depth complexity: 2.9.
An important benefit of the techniques presented here is that they directly
fit in the graphics pipeline, and do not require switching to a compute API.
Therefore, the Build pass is the same as when rendering without an A-buffer,
augmented with a call to the insertion code. This makes the techniques easy to
integrate in existing pipelines. In addition all approaches ...