Published on *Computer Science Department at Princeton University* (http://www.cs.princeton.edu)

In the purely object-parallel approach to multiprocessor rendering,

each processor is assigned responsibility to render a subset of the

graphics database. When rendering is complete, pixels from the

processors must be merged and globally z-buffered. On an arbitrary

multiprocessor interconnection network, the straightforward algorithm

for pixel merging requires $ar{d} A$ total network bandwidth per

frame, where $ar{d}$ is the depth complexity of the scene and $A$ is

the area of the screen or window. In another paper we have presented

a {em distributed snooping algorithm} for pixel merging that requires

$log(ar{d}) A$ expected network bandwidth per frame. In that

paper, to simplify the analysis we required the assumption that depth

is ``evenly'' distributed over the screen, and we claimed that this

assumption represented a worst-case for expected traffic. In the

current paper we prove this claim.

**Links**

[1] http://www.cs.princeton.edu/research/techreps/author/398

[2] http://www.cs.princeton.edu/research/techreps/author/421

[3] ftp://ftp.cs.princeton.edu/techreports/1993/427.ps.gz