Research Article

The Brigade Renderer: A Path Tracer for Real-Time Games

Figure 9

Efficiency of three workload balancing schemes, for two GPUs ((a)-(b)) and three GPUs ((c)-(d)), small camera movements ((a)–(c)) and larger camera movements ((b)–(d)). Values are percentages of rendering time spent idling due to early completion. Measured for the Aztec scene.
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(a)
578269.fig.009b
(b)
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(c)
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(d)