JPEG compression: it requires Fermi architecture or newer (Kepler, Maxwell, Pascal, Volta). Depending on the image size and required processing time, the number of shader processor units available on the GPU is important. Most part of the algorithm is performed on the CUDA processors, but the shader processors units are used in the last step of the calculation. Each shader can process about 90 million pixels per second.
Number of shader processors are listed below for the various Nvidia products under the SM column. According to our tests, 400, 500 or 600 series have shader processors that are delivering about the same performances.
Example or performance using some Nvidia products for JPEG compression:
|GPU Model||Monochrome||Raw Bayer|
|GTS 450||500 million pixels/sec||180 million pixels/sec|
|GTX 580||1.5 billion pixels/sec||500 million pixels/sec|
|GTX 660ti||744 million pixels/sec||325 million pixels/sec|
|GTX 680||1.5 billion pixels/sec||500 million pixels/sec|
|GTX 760||700 million pixels/sec||300 million pixels/sec|
|GTX Titan||1.63 billion pixels/sec||680 million pixels/sec|
The number of pixels per second can be calculated as: Camera Image size X * Camera Image size Y * frame rate per second.
H.264 compression: it requires Kepler architecture (GeForce Series 7xx) or newer (Maxwell, Pascal, Volta). Maximum image size is HD (1920x1080) pixels resolution nomochrome or color. 1 HD video stream can be real time compress up to 120 fps, or up to 2 streams can be compress up to 60 fps each.Features:
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