《Table 3 Ve rte x vs pixe l ratio》

《Table 3 Ve rte x vs pixe l ratio》   提示:宽带有限、当前游客访问压缩模式
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《Power Consumption Optimization for 3D Graphics Rendering》


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The nine examples used in this experiment is show n in Fig.3.Among them,the program gTrn,M an,M ap,Venus,Cow and Emboss are for static target testing,the program Little Jet,lesson6 and Dolphins are for dynamic target testing.Table 3 show s the number of pixels and the number of vertices in nine examples.The number of pixels and the number of vertices are obtained from the cycle-accurate performance simulation platform.The ratio of the pixel numbers and vertex numbers reflects the load of the vertex shader and the pixel shader.Fig.4 show s the comparison of the pow er consumption results of the vertex shader.Fig.5 show s the comparison of the pow er consumption of the pixel shader.As can be seen from the figure,in the absence of low-pow er technology,w hether it is vertex shaders or pixel shaders,the pow er consumption that each test program consumes changes little.With low-pow er programming technology,the pow er consumption changes greatly,at this time the pow er consumption is mainly related to the w orkload of vertex shader and pixel shader.