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Evaluating user preference when applying mipmap LOD in shadow covered textures
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.
2020 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

Background. Shadow mapping is a method that is used for generating and imitating shadows in 3D-spaces. This technique has been used in the entertainment media industry in the form of games, movies and 3D renderings of environments to create a more realistic experience for consumers. Shadow mapping is not a perfect technique, and is performance costing on the GPU; however, some methods save performance by reducing the complexity of geometrical shapes and textures depending on the distance between observer and object. These techniques are based on that the observer will not notice the complexity reductions; can the usage of such methods be extended to textures covered in shadows without any consequences in the aspect of visual appearance and preference?

Objectives. This thesis aims to examine if there is a possibility to extend the usage of LOD techniques to shadowed textures and to analyze individuals’ preferences of texture variants that are covered in shadows. Additionally, proposing the method of lowering texture resolution by using DirectX:s sampler data type, which is configurable to increase the level of details with mipmapping when sampling textures.

Methods. This document presents a user study using the Two-alternative forced choice method and PsychoPy application to create a visual test. The visual test was conducted in a controlled and observed environment with volunteering participants. The objective of the visual test was to go through several sets of different images, and to choose which image of each set that was preferred. The stimulus was repeated with the initial images fading in and out slowly to prevent carry over effects. After the test participants were asked to fill out a questionnaire. The questionnaire assessed if they noticed any differences within the shadows, and if they had any additional thoughts about the experiment.

Results. The results from the study were then evaluated through a binomial test that yielded that there was no statistically significant difference in preference between the lowered texture resolution in shadows and normal texture resolution in shadows. Separately evaluating the environments showed that there was a preference for shadowed low-resolution textures in environments that were dark. The environments with high illumination had more varied results. There were 17 participants that volunteered in the test and were ranging from the ages 18 to 29.

Conclusions. With the results presented it was shown that the shadowed lowresolution textures were preferred in environments with low illumination. This suggests that the proposed concept method is better suited for similar environments. However, several factors may have affected the results. Factors such as images being too dark, the lack of exaggerated images, images fading in and out too fast, few participants, more partaking will assure there is less chance for bias.

Place, publisher, year, edition, pages
2020. , p. 42
Keywords [en]
Textures, Mipmapping, Shadow Mapping, Level of Detail
National Category
Other Engineering and Technologies not elsewhere specified
Identifiers
URN: urn:nbn:se:bth-19395OAI: oai:DiVA.org:bth-19395DiVA, id: diva2:1426964
Subject / course
UD1449 Bachelor´s Thesis in Digital Game Development
Educational program
UDGTA Technical artist for games
Supervisors
Examiners
Available from: 2020-05-04 Created: 2020-04-28 Last updated: 2020-05-04Bibliographically approved

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