Asynchronous Shading in Object Space Lighting Compared to Forward Rendering

Context: Rendering 3D scenes in real-time applications is becoming more computationally heavy all the time. Applications are demanded to render high quality graphics without going below a satisfactory frame rate. A huge part of the computation of graphics goes toward complex lighting of 3D models th...

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Main Authors: Linder, Magnus, Palm, Emil
Format: Others
Language:English
Published: Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik 2017
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14878
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spelling ndltd-UPSALLA1-oai-DiVA.org-bth-148782018-01-14T05:11:29ZAsynchronous Shading in Object Space Lighting Compared to Forward RenderingengLinder, MagnusPalm, EmilBlekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknikBlekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik2017RenderingRasterizationComputer SciencesDatavetenskap (datalogi)Context: Rendering 3D scenes in real-time applications is becoming more computationally heavy all the time. Applications are demanded to render high quality graphics without going below a satisfactory frame rate. A huge part of the computation of graphics goes toward complex lighting of 3D models that has to be recomputed every frame. Object Space Lighting (OSL) is a recent technique that is able to store lighting data in between frames. This thesis researches how storing all shading data can impact the performance of an application. Objective: An OSL lighting application will be tested against a standard Forward rendering application in terms of performance, and image quality and perceptual deviations. Experiments are conducted using a scene that can have either still or moving lights and produces the results for the research. Results: Analysing the images from the results indicate that OSL is capable of rendering almost identical images as Forward rendering. The images are not perceptually different either. In terms of performance the hardware used for the experiments determines which application performs better rendering a scene with non-moving. Our OSL application shows clear weaknesses when rendering a scene with moving lights however. Conclusion: Finally, saving all lighting data with OSL is an interesting technique that with further research in the field could prove to be useful in a real time application under certain conditions. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:bth-14878application/pdfinfo:eu-repo/semantics/openAccess
collection NDLTD
language English
format Others
sources NDLTD
topic Rendering
Rasterization
Computer Sciences
Datavetenskap (datalogi)
spellingShingle Rendering
Rasterization
Computer Sciences
Datavetenskap (datalogi)
Linder, Magnus
Palm, Emil
Asynchronous Shading in Object Space Lighting Compared to Forward Rendering
description Context: Rendering 3D scenes in real-time applications is becoming more computationally heavy all the time. Applications are demanded to render high quality graphics without going below a satisfactory frame rate. A huge part of the computation of graphics goes toward complex lighting of 3D models that has to be recomputed every frame. Object Space Lighting (OSL) is a recent technique that is able to store lighting data in between frames. This thesis researches how storing all shading data can impact the performance of an application. Objective: An OSL lighting application will be tested against a standard Forward rendering application in terms of performance, and image quality and perceptual deviations. Experiments are conducted using a scene that can have either still or moving lights and produces the results for the research. Results: Analysing the images from the results indicate that OSL is capable of rendering almost identical images as Forward rendering. The images are not perceptually different either. In terms of performance the hardware used for the experiments determines which application performs better rendering a scene with non-moving. Our OSL application shows clear weaknesses when rendering a scene with moving lights however. Conclusion: Finally, saving all lighting data with OSL is an interesting technique that with further research in the field could prove to be useful in a real time application under certain conditions.
author Linder, Magnus
Palm, Emil
author_facet Linder, Magnus
Palm, Emil
author_sort Linder, Magnus
title Asynchronous Shading in Object Space Lighting Compared to Forward Rendering
title_short Asynchronous Shading in Object Space Lighting Compared to Forward Rendering
title_full Asynchronous Shading in Object Space Lighting Compared to Forward Rendering
title_fullStr Asynchronous Shading in Object Space Lighting Compared to Forward Rendering
title_full_unstemmed Asynchronous Shading in Object Space Lighting Compared to Forward Rendering
title_sort asynchronous shading in object space lighting compared to forward rendering
publisher Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik
publishDate 2017
url http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14878
work_keys_str_mv AT lindermagnus asynchronousshadinginobjectspacelightingcomparedtoforwardrendering
AT palmemil asynchronousshadinginobjectspacelightingcomparedtoforwardrendering
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