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Performance in game environments with Shadow Maps based on Level of Detail
Blekinge Institute of Technology, Faculty of Computing.
Blekinge Institute of Technology, Faculty of Computing.
2019 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

Background To be able to push game standards further and further, different graphics techniques have to be implemented by game developers. By utilizing some of those techniques, comes cost in the form of performance issues. Level of detail (LOD) is an optimization technique which uses several different variations of a model and distance from the viewer to determine which model should be rendered. Shadow mapping is, on the contrary from level of detail, a costly technique which aims to create as realistically looking shadows as possible.

Objectives The aim of this thesis is to examine whether a novel LOD technique and shadow map technique called LOD-SM can achieve less render time versus using a standard implementation of shadow mapping. This is achieved by using the Unity game engine in which the LOD-SM technique is implemented. With Unity, measurements will be taken to determine if the technique is a viable optimization option in future game development.

Methods The methods used to answer the paper’s research question were a pilot user study and a performance study. 20 participants were part of the pilot study, and were asked to rate their perception of shadows shown on a screen in front of them. This yielded results of which shadows the participants noticed differences for. The results were then implemented into Unity and measured with the LOD-SM technique.

Results The pilot study showed that user does not notice any differences in 30% decreased polycount-shadows when in a multiple building environment. The gathered results from the performance experiment showed that the LOD-SM technique saved between ∼17% up to ∼70% in render time, compared to a regular implementation of shadow mapping.

Conclusions In conclusion, a viable optimization option was found which is to lower a shadow maps appearance based on buildings LODs because as the results has shown, users does not notice the lowering of LODs up to 30% when in a multiple building area. It was discovered that by measuring the LOD-SM technique, clear evidence of optimization was found when using the technique versus using a normal implementation of shadow mapping. Developers would have to consider the size of project and its models before implementing the LOD-SM technique, as it might not be viable for projects with a total polycount of less than 100 000 polygons.

Place, publisher, year, edition, pages
2019. , p. 30
Keywords [en]
Shadow Maps, Level of Detail, Computer Graphics, Optimization, Immersion
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:bth-18391OAI: oai:DiVA.org:bth-18391DiVA, id: diva2:1334537
Subject / course
UD1416 Bachelor's Thesis in Digital Game Development
Educational program
UDGTA Technical artist for games
Supervisors
Examiners
Available from: 2019-07-03 Created: 2019-07-02 Last updated: 2019-07-03Bibliographically approved

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