Performance Evaluation of 3D Game Rendering with and without Frustum Culling and PVS Culling
2
조회
0
다운로드
1
인용
0
참고문헌
키워드
초록
In this paper, the performance of 3D game rendering with and without application of frustum culling and PVS (Potentially Visible Set) culling is evaluated in FPS(frame per second). Both frustum culling and PVS culling are two representative methods to efficiently remove invisible contents before a rendering stage in a large 3D game scene. As a result of the performance evaluation, frustum culling and PVS culling have a large effect on rendering performance. In case of not applying any culling, the average performance is decreased by 15.8% compared to the case where all culling is applied. Also, in this paper, the number of portals for indoor static contents in the 3D game contents used in the experiment is larger, so that the application of PVS culling has more influence on the performance than frustum culling.
Abstract
In this paper, the performance of 3D game rendering with and without application of frustum culling and PVS (Potentially Visible Set) culling is evaluated in FPS(frame per second). Both frustum culling and PVS culling are two representative methods to efficiently remove invisible contents before a rendering stage in a large 3D game scene. As a result of the performance evaluation, frustum culling and PVS culling have a large effect on rendering performance. In case of not applying any culling, the average performance is decreased by 15.8% compared to the case where all culling is applied. Also, in this paper, the number of portals for indoor static contents in the 3D game contents used in the experiment is larger, so that the application of PVS culling has more influence on the performance than frustum culling.
참고문헌 (15)
- Sunar, Mohd Shahrizal, "Improved View Frustum Culling Technique for Real-Time Virtual Heritage Application", IJVR, 7(3), pp.43~48 (2008)
- 김영식, "지연 렌더링 기반 3D 게임 시각적 효과들의 스크린 해상도에 따른 렌더링 속도 및 PSNR 비교 분석", 한국컴퓨터게임학회논문지, 29(2), pp.125~135 (2016), (사)한국컴퓨터게임학회[DOI]
- 이동렬, "다중 렌더 타겟을 사용하는 지연 렌더링 환경에서 3D 게임 시각적 효과 기법 비교 분석", 한국컴퓨터게임학회논문지, 28(4), pp.1~10 (2015), (사)한국컴퓨터게임학회
- 이근성, "시각적 오류 문제를 경감하는 Oculus Rift 기반 3D 입체 게임 구현", 한국컴퓨터게임학회논문지, 27(4), pp.193~201 (2014), (사)한국컴퓨터게임학회
- 김영식, "실내 3D 게임 장면의 잠재적 가시 집합을 위한 효과적인 하드웨어 압축 구조", 한국게임학회 논문지, 14(6), pp.29~38 (2014), 한국게임학회[DOI]
- Ulf Assarsson, "Optimized View Frustum Culling Algorithms for Bounding Boxes", Journal of Graphics Tools, 5(1), pp.9~22 (2000)
- Subodh Kumar, "Hierarchical Back-Face Computation", Proceedings of Eurographics Workshop on Rendering, pp.235~244 (1996)
- D. Bartz, "OpenGL-assisted Occlusion Culling for Large Polygonal Models", Computers and Graphics, 23(5), pp.667~679 (1999)
- T. Aila, "Efficient Algorithms for Occlusion Culling and Shadows", Ph. D., pp.2005
- H. Zhang, "Effective Occlusion Culling for the Interactive Display of Arbitrary Models", Ph. D., pp.1998
- K. Chiu, "Rendering, Complexity, and Perception", proceedings of the 5th Eurographics Rendering Workshop, pp.19~34 (1994)
- P. Dzwig, "Complex Scene Generation", IEE Colloquium on Practical Applications of Parallel Signal Processing, pp.1~7 (1988), IEE
- M. Ramasubramanian, "A Perceptually Based Physical Error Metric for Realistic Image Synthesis", SIGGRAPH ’99: proceedings of the 26th annual conference on Computer graphics and interactive techniques, pp.73~82 (1999), ACM Press[DOI]
- Airey, John M., "Towards image realism with interactive update rates in complex virtual building environments", ACM SIGGRAPH Computer Graphics, 24(2) (1990), ACM
