An Investigation Into the Cost Factors of Special Effects in Computer Graphics

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An Investigation Into the Cost Factors of Special Effects in Computer Graphics An Investigation into the Cost Factors Of Special Effects in Computer Graphics Submitted in partial fulfilment of degree Bachelor of Science (Honours) By Adrian Charteris Rhodes University Computer Science Honours Adrian Charteris Computer Science Honours 2000 November 2000 Abstract Here within we explore one of the current benchmarks that exist in the market place today, namely SPEC, we follow it up with a case study of their main benchmark products. We also explore and discuss the philosophies behind general benchmarking including some of the pitfalls or challenges that face benchmark developers and outline various benchmark categories identified throughout our research. After presenting the related work in this field, we move on to our own benchmark experiment. In our experiment we hope to gain a richer understanding or appreciation of the benchmarking process through the development of our own practical implementation. We identify a number of fields within performance measurement that we feel need further exploration. These fields include the measuring of cost factors incurred when introducing graphical special effects. We record the performance of local graphics accelerators when these special effects are introduced. This includes the related strengths and weaknesses of each accelerator. The tests introduce the following special effects z- buffering, blending, fog and light. We apply these effects to the rendering of three basic primitives, namely the point, the line and the polygon. We measure the increases in performance time with the introduction of these special effects in order to determine the performance of various graphics accelerators. We rank both the special effects and the graphics accelerators. We also measure the difference between 2D and 3D rendering. We conclude this paper with the following results: the tests rendered in 3D exhibited higher performance times than the 2D counterparts, The special effects in order of expense are Z-buffer depth testing; Blending; Fog and Light. The accelerators finished in the following order of performance: the Geforce2; Geforce Pro; Voodoo3 and Monster3D. 2 Adrian Charteris Computer Science Honours 2000 3 Adrian Charteris Computer Science Honours 2000 Acknowledgements We have been privileged to have access to new and sophisticated technology available in the Rhodes University multimedia. I would like to thank the following people for their support: My supervisor Professor Shaun Bangay for his guidance and proofing of this paper. My lab members Debbie, Tonia, Jason, Leigh and Josh for putting up with my music and complaints. Mrs Cherry Charteris for the proofing and printing of this paper. 4 Adrian Charteris Computer Science Honours 2000 Table of Contents ABSTRACT...........................................................................................................................................................2 ACKNOWLEDGEMENTS................................................................................................................................4 TABLE OF CONTENTS....................................................................................................................................5 TABLE OF IMAGES..........................................................................................................................................7 IMAGE - 1 - ADVANCED VISUALISER ….……………………………………… 31...........................7 IMAGE - 2 - DESIGNREVIEW ....………………………………………………… 31............................7 IMAGE - 3 - DATA EXPLORER .………………………………………………… 32............................7 IMAGE - 4 - LIGHTSCAPE .....…………………………………………………… 32.............................7 IMAGE - 5 - PROCDRS …………………………………………………………… 32............................7 IMAGE – 6 - MEDMCAD .………………………………………………………… 32............................7 CHAPTER 1 - INTRODUCTION.....................................................................................................................8 CHAPTER 2 - LITERATURE SURVEY - RELATED WORKS.............................................................10 2.1 BENCHMARKING PHILOSOPHIES........................................................................................................................10 2.1.1 Definition............................................................................................................................................10 2.1.2 Origins................................................................................................................................................11 2.1.3 Purpose...............................................................................................................................................13 2.1.4 Challenges..........................................................................................................................................14 2.1.5 Benchmark Classification..................................................................................................................19 2.1.6 Benchmark Guidelines.......................................................................................................................23 2.2 CURRENT INDUSTRY STANDARDS.....................................................................................................................26 2.2.1 SPEC...................................................................................................................................................26 2.2.2 The Graphics Performance Characterisation Group.....................................................................27 2.2.2.1 SPECopc.........................................................................................................................................................28 2.2.2.1.1 SPECviewperf.............................................................................................................................................29 2.2.2.1.1.1 Advanced Visualiser Viewset.................................................................................................................33 2.2.2.1.1.2 DesignReview Viewset...........................................................................................................................34 2.2.2.1.1.3 Data Explorer Viewset............................................................................................................................35 2.2.2.1.1.4 Lightscape Viewset..................................................................................................................................35 2.2.2.1.1.5 ProCDRS-03 Viewset..............................................................................................................................36 2.2.2.1.1.6 medMCAD-01 Viewset...........................................................................................................................36 2.2.2.1.2 SPECglperf..................................................................................................................................................37 2.2.2.2 SPECapc..........................................................................................................................................................38 CHAPTER 3 - THE EXPERIMENT..............................................................................................................40 3.1 EXPERIMENT DESIGN AND MOTIVATION...........................................................................................................40 5 Adrian Charteris Computer Science Honours 2000 3.1.1 Why Test?............................................................................................................................................40 3.1.2 What is tested?...................................................................................................................................42 3.1.3 How to test..........................................................................................................................................44 CHAPTER 4 - IMPLEMENTATION............................................................................................................46 CHAPTER 5 - RESULTS.................................................................................................................................50 5.1 Test 1 - 2D Primitives...........................................................................................................................51 5.2 Test 2 - 2D Points..................................................................................................................................52 5.3 Test 3 - 2D Lines...................................................................................................................................52 5.4 Test 4 - 2D Polygons.............................................................................................................................53 5.5 Test 5 - 2D Z-Buffering.........................................................................................................................54 5.6 Test 6 - 2D Blending.............................................................................................................................55 5.7 Test 7 - 2D Fog......................................................................................................................................55 .......................................................................................................................................................................56 5.8 Test 8 - 2D
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