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Analysering av Variable Rate Shading's bildbaserad skuggning i uppskjuten sammansättning av ljussättning: En jämförelse mellan bildbaserad skuggning och enhetlig skuggning för spel
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.
2020 (Swedish)Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesisAlternative title
Analysing Variable Rate Shading’s Image-Based Shading in Deferred Lighting Composition : A comparison between image-based shading and uniform shading for games (English)
Abstract [sv]

Bakgrund. Kostnaden att ljussätta en pixel blir dyrare med realistiska spel. Upplösningen av spel är ökas i samma tak för att visa upp detaljerna. Att rendera en blidruta för användare blir därför allt dyrare. Dynamic Resolution Rendering är ett sätt att enhetligt minska upplösningen för att öka prestandan fast med den nyligen släppta variable rate shading finns det nya sätt att öka prestandan men med mindre påverkan på bildkvalitén.Syfte. Målet är att se om adaptiv ljussätningsning via Variable Rate Shading kan tillåta liknande eller bättre resultat, med hänsyn på prestanda och bildkvalité, jämfört med den enhetliga ljussättningen av Dynamic Resolution Rendering. Metod. Denna undersökning kommer att utföras genom att implementera Variable Rate Shading och Dynamic Resolution Rendering i en Deferred Renderer. Prestandan kommer att mätas genom att ta tid för ljussättningspasset och bildkvalitén kommer att mätas genom att jämföra den slutgiltiga bildrutan av båda teknikerna mot den ursprunliga upplösningen via SSIM. Resultat. Övergripande visade Variable Rate Shading jämförelsebar prestanda när den applicerades på Deferred Lighting passet fast hade bildkvalité som liknande mer den originalupplösningen. Slutsatser. Variable Rate Shading visade sig vara jämförbar i prestandan som i jämförelse med dynamic resolution rendering, fast gav bättre möjlighet att bibehålla bildkvalitén.

Abstract [en]

Background. The shading cost of a pixel is only getting more expensive with more realistic games. Resolution of games is equally pushed to display the all the details in a scene. This causes rendering a frame to be very expensive. Dynamic Resolution Rendering has been used to uniformly decreases resolution to gain performance but with the new release of image-based shading through Variable Rate Shading could be the new way to gain performance with less impact on image quality. Objectives. The goal is to see if the adaptive shading possibilities of Variable Rate Shading can show equal or better results, in regards to performance and image quality, compared to the uniform shading of Dynamic Resolution Rendering. Methods. This investigation is performed by implementing them into the Deferred Lighting pass in a Deferred Renderer. The performance is measured by the render pass time of the Deferred Lighting and the image quality is measured by comparing the final frames of Variable Rate Shading and Dynamic Resolution Rendering against the original resolution through SSIM. Results. Overall Variable Rate Shading show comparable performance results to Dynamic Resolution Rendering but the image quality is closer to the original resolution. Conclusions. Using image-based shading on the deferred lighting pass allow the possibility of extracting similar performance gains as dynamic resolution rendering but allows maintaining higher image quality.

Place, publisher, year, edition, pages
2020. , p. 53
Keywords [en]
Rendering, Adaptive Shading, Uniform Shading, Variable Rate Shading, Dynamic Resolution Rendering
Keywords [sv]
Rendering, Adaptiv ljussättning, enhetlig ljussättning, Variable Rate Shading, Dynamic Resolution Rendering
National Category
Software Engineering
Identifiers
URN: urn:nbn:se:bth-19782OAI: oai:DiVA.org:bth-19782DiVA, id: diva2:1442799
External cooperation
Avalanche Studios Group
Subject / course
Degree Project in Master of Science in Engineering 30,0 hp
Educational program
PAACI Master of Science in Game and Software Engineering
Supervisors
Examiners
Available from: 2020-08-17 Created: 2020-06-17 Last updated: 2022-05-12Bibliographically approved

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