Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Alternating Physically Based Renderingin Low-lit Areas
Blekinge Institute of Technology.
2018 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

Background

The increase in screen resolution has increased from HD to Ultra-HDduring the last decade. A modern game today with Ultra-HD resolution has overeight million pixels that need to be shaded, combined with the expensive shadingmethod Physically Based Rendering the equations needed to calculate each pixel arenumerous.

Objectives

This the study aims to remove complexity from the Physically BasedRendering shading method in the form of roughness in low-lit areas. The low-lit areaswill instead be rendered without the roughness attribute. By removing roughnessless calculations will be performed.

Methods

To remove roughness from low-lit areas the light had to be approximatedusing a diffuse model. The pixel was later converted via Hue Saturation PerceivedBrightness to calculate the brightness. If the pixel was under the given threshold,the pixel was shaded using a low-complexity Physically Based Rendering implemen-tation without roughness. A user study was conducted using Unity game enginewith eight participants being asked to compare different stimuli all rendered withdifferent thresholds for darkness with a reference picture. The aim of the study wasto ascertain if the stimuli without roughness had any perceivable difference from thereference.

Results

The results of the study show the majority of the participants noticinga difference when comparing the stimuli with the reference. The areas affected wasnot only the low-lit areas but the whole scene. The energy conversion without theroughness value made the whole scene appear darker.

Conclusions

The roughness value is an integral part of energy conversion andwithout it, the scene will appear much darker. While the majority of participantsnoticed a difference, the lowest threshold resembled the original the most

Place, publisher, year, edition, pages
2018. , p. 34
Keywords [en]
Physically based rendering, Roughness, Low-lit environments
National Category
Software Engineering
Identifiers
URN: urn:nbn:se:bth-16671OAI: oai:DiVA.org:bth-16671DiVA, id: diva2:1229360
Subject / course
UD1416 Bachelor's Thesis in Digital Game Development
Educational program
UDGTA Technical artist for games
Presentation
2018-05-28, Blekinge Tekniska Högskola, Valhallavägen 1, Karlskrona, 10:45 (English)
Supervisors
Examiners
Available from: 2018-07-02 Created: 2018-06-29 Last updated: 2018-07-02Bibliographically approved

Open Access in DiVA

fulltext(2670 kB)205 downloads
File information
File name FULLTEXT02.pdfFile size 2670 kBChecksum SHA-512
0dad38a63d6747ee68fb439adfc91c86281dd6a52bab7540b7c3f2f7107f0549c4154acdfe4f9720e5f8cb308d7b78552db8b8c506f718ed58c254a4fa945bd0
Type fulltextMimetype application/pdf

Search in DiVA

By author/editor
Kupersmidt, Itamar
By organisation
Blekinge Institute of Technology
Software Engineering

Search outside of DiVA

GoogleGoogle Scholar
Total: 205 downloads
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

urn-nbn

Altmetric score

urn-nbn
Total: 305 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf