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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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