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sort of response (output), the superposition of stimuli yields a superposition of the
respective responses such that:
(
) =
() +
() +…+
Fx
++…+
x
x
Fx
Fx
Fx n
()
(3.18)
1
2
3
1
2
Using the same principle, we propose that the overall rendering function of an appli-
cation is equivalent to the sum of the individual functions of the batch jobs lined in
the render queue. To further illustrate, consider a 3D scene with n 3D objects, each
with polygon count x n . The total number of polygons X would be:
n
1
X
=
x
(3.19)
m
m
=
Based on the principle of superposition in Equation (3.19), we draw the parallel
analogy that the time taken to render all objects in a scene is equivalent to the sum
of the time taken to render each of the individual 3D objects in the scene as given by
the following equation:
n
1
() =
FX
fx
()
(3.20)
m
m
=
where F is the system model of the parent rendering process and f denotes the system
model of the separate rendering processes, all obtained through black-box modelling.
The assumptions associated with this hypothesis are:
State changes and context switch overheads between rendering the 3D
objects are negligible.
All objects render within the linear range of the rendering model of the
application.
The application's rendering process is largely partitioned by its content as well.
3.8.2 e xPeRiment
To validate our hypothesis, we designed an experiment. A 3D rendering application
able to display multiple and different types of objects in a single scene was selected.
Each type of object was to be rendered in a different way and the number of objects
of a type were to be changed during runtime by a user-specified variable. At any time
during a run, one or more categories of objects could be rendered.
The application was first set to run with display of only a certain type of object.
A  data set was defined to consist of a frame rate (output) and total number of
objects/triangle count (input) of a type of object. A series of data sets were collected
over various object counts within a certain range allowed in the application. The
purpose of this step was to collect data so that the rendering process involving one
type of object could be modelled.
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