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  • 1.
    Karlsson, Christoffer
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies. 1987.
    The performance impact from processing clipped triangles in state-of-the-art games.2018Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Background. Modern game applications pressures hardware to its limits, and affects how graphics hardware and APIs are designed. In games, rendering geometry plays a vital role, and the implementation of optimization techniques, such as view frustum culling, is generally necessary to meet the quality expected by the customers. Failing to optimize a game application can potentially lead to higher system requirements or less quality in terms of visual effects and content. Many optimization techniques, and studies of the performance of such techniques exist. However, no research was found where the utilization of computational resources in the GPU, in state-of-the-art games, was analyzed.

    Objectives. The aim of this thesis was to investigate the potential problem of commercial game applications wasting computational resources. Specifically, the focus was set on the triangle data processed in the geometry stage of the graphics pipeline, and the amount of triangles discarded through clipping.

    Methods. The objectives were met by conducting a case study and an empirical data analysis of the amount triangles and entire draw calls that were discarded through clipping, as well as the vertex data size and the time spent on processing these triangles, in eight games. The data was collected using Triangelplockaren, a tool which collects the triangle data that reaches the rasterizer stage. This data was then analyzed and discussed through relational findings in the results.

    Results. The results produced consisted of 30 captures of benchmark and gameplay sessions. The average of each captured session was used to make observations and to draw conclusions.

    Conclusions. This study showed evidence of noteworthy amounts of data being processed in the GPU which is discarded through clipping later in the graphics pipeline. This was seen in all of the game applications included in this study. While it was impossible to draw conclusions regarding the direct impact on performance, it was safe to say that the performance relative to the geometry processed was significant in each of the analyzed cases, and in many cases extreme.

  • 2.
    Karlsson, Christoffer
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Schachtschabel, Lukas
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Legible Tone Mapping: An evaluation of text processed by tone mapping operators2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Context. Tone mapping operators (TMO) are designed to reduce the dynamicrange of high dynamic range images so that they can be presented onstandard dynamic range display devices. Many operators focus on creatingperceptually similar images.

    Objectives. This thesis aims to investigate how dierent TMOs reproducephotographed text. The underlying reason being to test the contrast reproductionof each TMO.

    Methods. An experiment has been performed in order to investigate thelegibility of photographed and tone mapped text. A user study was conducted,in which 18 respondents partook, where respondents were to ratehow much of the text in each photograph that they found to be legible.

    Results. Due to low participation, the results of the experiment are mostlyinconclusive. However, some tendencies have been observed and analyzedand they fall in line with previous work within the area.

    Conclusions. The main conclusion that can be drawn from the results isthat the TMO presented by Kuang [11] is rated as better than the TMOsby Fattal [7] and Kim and Kautz [10].

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