Ändra sökning
RefereraExporteraLänk till posten
Permanent länk

Direktlänk
Referera
Referensformat
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Annat format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annat språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf
Comparison of Particle System Performance: In Object-Space and Image-Space Within a DirectX11 Implementation
Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, Institutionen för datavetenskap.
2024 (Engelska)Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
Abstract [en]

Background. Particle systems render groups of points in space that are used to add various effects to a scene. When rendering particles, there are various advantages and disadvantages for rendering an effect in either object-space or image-space. The former uses calculations in a 3D environment, while the latter adds particles to a 2D image. There is a lack of existing research to understand the trade-off in performance and in effort when applying these two techniques.

Objectives. This thesis aims to compare the performance difference between particle systems in object-space versus image-space. The intent is to do this using a C++ DirectX11 implementation.

Methods. The primary methodology of this thesis was an implementation complemented by a performance evaluation. Two particle systems were made to render the same particle effect. The systems were run at five different particle amounts and the FPS was recorded for 30 seconds while the simulations ran.

Results. The data presented displays the average FPS recorded, with different line graphs for the various particle amounts. The results show an overall better performance of the O-system.

Conclusions. While the O-system performed better, the various techniques and optimizations available to particle systems that render in image-space would allow avastly different result. This thesis would be well complemented with further research. It would also be furthered by comparing performance while additional geometry interacts with the particles.

Ort, förlag, år, upplaga, sidor
2024. , s. 27
Nyckelord [en]
DirectX11, Graphics pipeline, Particle system, Simulation
Nationell ämneskategori
Teknik och teknologier
Identifikatorer
URN: urn:nbn:se:bth-26591OAI: oai:DiVA.org:bth-26591DiVA, id: diva2:1880147
Ämne / kurs
DV1478 Kandidatarbete i datavetenskap
Utbildningsprogram
PAACI Civilingenjör i spel- och programvaruteknik
Handledare
Examinatorer
Tillgänglig från: 2024-07-01 Skapad: 2024-06-30 Senast uppdaterad: 2025-09-30Bibliografiskt granskad

Open Access i DiVA

fulltext(3583 kB)518 nedladdningar
Filinformation
Filnamn FULLTEXT01.pdfFilstorlek 3583 kBChecksumma SHA-512
59e7cd5cd6c0c4a8a0e03e51bb8c2de41f39c1c1be061a2886d1a2583455daf9fc4e84ce7af82f5a4c119888ae4b3fc4d56de66e98c6fa5e5182905e5f567a2c
Typ fulltextMimetyp application/pdf

Av organisationen
Institutionen för datavetenskap
Teknik och teknologier

Sök vidare utanför DiVA

GoogleGoogle Scholar
Totalt: 518 nedladdningar
Antalet nedladdningar är summan av nedladdningar för alla fulltexter. Det kan inkludera t.ex tidigare versioner som nu inte längre är tillgängliga.

urn-nbn

Altmetricpoäng

urn-nbn
Totalt: 118 träffar
RefereraExporteraLänk till posten
Permanent länk

Direktlänk
Referera
Referensformat
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Annat format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annat språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf