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Performance Comparison: Base Rasteriser vs. Optimised Rasteriser
Iteration
Base Rasterizer (ms)
Optimised Scene 1 (ms)
Improvement (%)
Scene 1 MT - 6 Threads (ms)
Improvement (%)
1
4871.46
2734.35
43.87
1620.09
66.74
2
4867.98
2748.80
43.53
1539.91
68.37
3
4880.26
2740.37
43.85
1543.76
68.37
4
4898.30
2709.12
44.69
1530.03
68.76
5
4895.61
2714.70
44.55
1533.52
68.68
6
4952.78
2718.36
45.11
1536.74
68.97
7
5026.94
2690.74
46.47
1542.29
69.32
8
5020.52
2696.04
46.30
1525.77
69.61
9
5055.14
2691.37
46.76
1538.62
69.56
10
4991.21
2679.63
46.31
1541.78
69.11
Average
4946.02
2712.35
45.16
1545.25
68.76
Scene Two
Performance Comparison: Base Rasteriser vs. Optimised Rasteriser
Iteration
Base Rasterizer (ms)
Optimised Scene 2 (ms)
Improvement (%)
Scene 2 MT - 6 Threads (ms)
Improvement (%)
1
1949.27
1059.08
45.67
384.99
80.25
2
1929.76
1041.73
46.02
375.54
80.54
3
1931.39
1064.11
44.90
379.65
80.34
4
1912.26
1077.40
43.66
373.05
80.49
5
1930.76
1064.25
44.88
370.20
80.83
6
1922.41
1072.35
44.22
371.62
80.67
7
1920.44
1072.56
44.15
371.63
80.65
8
1899.17
1079.56
43.16
375.81
80.21
9
1921.60
1089.46
43.30
376.51
80.41
10
1918.74
1074.97
43.98
376.31
80.39
Average
1923.58
1069.55
44.40
375.53
80.48
Scene Three
Performance Comparison: Base Rasteriser vs. Optimised Rasteriser
Helix Benchmark - High density geometry stress test (vortex warp, consisting of cubes and spheres, total of 1600 meshes, where every 5th object is a sphere)
Iteration
Base Rasterizer (ms)
Optimised Scene 3 (ms)
Improvement (%)
Scene 3 MT - 6 Threads (ms)
Improvement (%)
1
85651.10
43837.30
48.82
15747.60
81.61
2
84637.10
43298.80
48.84
15679.80
81.47
3
85277.80
43805.00
48.63
15739.70
81.54
4
87442.80
43533.40
50.22
15715.40
82.03
5
86084.20
43707.30
49.23
15609.40
81.87
6
87019.30
44223.80
49.18
15723.40
81.93
7
87043.40
43783.90
49.70
15881.60
81.75
8
87075.20
43766.30
49.74
15542.20
82.15
9
87030.50
43867.60
49.60
15784.80
81.86
10
86662.90
44389.80
48.78
15789.90
81.78
Average
86392.43
43821.32
49.28
15721.38
81.80
About
Optimising a given Base Rasterizer, by using optimisation techniques, SIMD, and MIMD/Multithreaded Programming, as a part of the post module assignment for WM9M4 - Games Engineering module.