《Table 1The ve rte x counts and triangle counts of graphic primitive s》
本系列图表出处文件名:随高清版一同展现
《Power Consumption Optimization for 3D Graphics Rendering》
Fig.2 show s the standard geometric primitives:points(POINTS),lines(including LINES,LINE_STRIP and LINE_LOOP),triangles(including TRIANGLES,TRIANGLE_STRIP and TRIANGLE_FAN),quadrilaterals(including QUADS and QUAD_STRIP)and polygons(POLYGON).Polygons are usually convex and triangulated before entering the rendering pipeline.Obviously,many methods can be found to draw the same primitives,but different methods will have different representations of efficiency and result in different computational costs,choosing the appropriate primitive format is very important in 3D graphics rendering.Table 1 shows the vertex counts and triangle counts of the graphic primitives.
图表编号 | XD0033326800 严禁用于非法目的 |
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绘制时间 | 2019.02.01 |
作者 | Lidong Xing、Tao Li、Hucai Huang、Jungang Han |
绘制单位 | School of Microelectronics,Xidian University、School of Electronic Engineering,Xi'an University of Posts and Telecommunications、School of Electronic Engineering,Xi'an University of Posts and Telecommunications、School of Electronic Engineering,Xi'an Univ |
更多格式 | 高清、无水印(增值服务) |
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