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
Light Performance Comparison betweenForward, Deferred and Tile-basedforward rendering
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. In this experiment forward, deferred and tile-based forward rendering techniques are implemented to research about the light-rendering performance of these rendering techniques. Nowadays most games and programs contains a graphical content and this graphical content is done by using different kind of rendering operations. These rendering operations is being developed and optimized by graphic programmers in order to show better performance. Forward rendering is the standard technique that pushes the geometry data through the whole rendering pipeline to build up the final image. Deferred rendering on the other hand is divided into two passes where the first pass rasterizes the geometry data into g-buffers and the second pass, also called lighting pass, uses the data from g-buffers and rasterizes the lightsources to build up the final image. Next rendering technique is tile-based forward rendering, is also divided into two passes. The first pass creates a frustum grid and performs light culling. The second pass rasterizes all the geometry data to the screen as the standard forward rendering technique.

Objectives. The objective is to implement three rendering techniques in order to find the optimal technique for light-rendering in different environments. When the implementation process is done, analyze the result from tests to answer the research questions and come to a conclusion.

Methods. The problem was answered by using method "Implementation and Experimentation". A render engine with three different rendering techniques was implemented using C++ and OpenGL API. The tests were implemented in the render engine and the duration of each test was five minutes. The data from the tests was used to create diagrams for result evaluation.

Results. The results showed that standard forward rendering was stronger than tile based forward rendering and deferred rendering with few lights in the scene.When the light amount became large deferred rendering showed the best light performance results. Tile-based forward rendering wasn’t that strong as expected and the reason can possibly be the implementation method, since different culling procedures were performed on the CPU-side. During the tests of tile-based forward rendering there were 4 tiles used in the frustum grid since this amount showed highest performance compared to other tile-configurations.

Conclusions. After all this research a conclusion was formed as following, in environments with limited amount of lightsources the optimal rendering technique was the standard forward rendering. In environments with large amount of lightsources deferred rendering should be used. If tile-based forward rendering is used, then it should be used with 4 tiles in the frustum grid. The hypothesis of this study wasn’t fully confirmed since only the suggestion with limited amount of lights were confirmed, the other parts were disproven. The tile-based forward rendering wasn’t strong enough and the reason for this is possibly that the implementation was on the CPU-side.

Place, publisher, year, edition, pages
2020. , p. 50
Keywords [en]
Forward rendering, Deferred rendering, Tile-based forward rendering, Forward-plus rendering, Pointlight implementation.
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:bth-20584OAI: oai:DiVA.org:bth-20584DiVA, id: diva2:1484052
Subject / course
DV1478 Bachelor Thesis in Computer Science
Educational program
DVGSP Game Programming
Supervisors
Examiners
Available from: 2020-11-03 Created: 2020-10-27 Last updated: 2020-11-03Bibliographically approved

Open Access in DiVA

Light performance comparison between Forward, Deferred and Tile-based forward rendering. Sekretess Diarienummer:(2210 kB)1908 downloads
File information
File name FULLTEXT02.pdfFile size 2210 kBChecksum SHA-512
518aa6b946b4a1a798d57fb04fe266725daf64a27cc139e2da2bfcd93747bf49ccb823a24fce1a5848ae720b9b7849c585186a4bb9c088bdb4f64f317e4551e5
Type fulltextMimetype application/pdf

By organisation
Department of Computer Science
Computer Sciences

Search outside of DiVA

GoogleGoogle Scholar
Total: 1908 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: 441 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