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kayvonf

This is a histogram of triangle size taken from frames in several top games (data courtesy of NVIDIA circa 2010). Notice that while there are a good number of small triangles, the largest bin is the bin for very large triangles Nearly 30% of the triangles in the scene are over 100 pixels in area. Therefore, most fragments are generated from large triangles. (Since the triangles are large, although only 30% of the total triangle count, these triangles are responsible for well over 30% of the total fragments).

Increasing use of tessellation support in modern pipelines is beginning to drive average triangle area down. This is particularly true for characters, which tend to be allotted the most geometric detail. (Note that higher pixel resolutions drive triangle area back up.)