Comparison Between Particle Rendering Techniques in DirectX 11
Comparison between GPU and CPU particle systems.Computer games have used particle systems for visualeffects such as weather, smoke, fog, etc and it’s relatively low costto implement. There are a mixture of different techniques usedto render particle systems, usually CPU heavy implementationsor a GPU...
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ndltd-UPSALLA1-oai-DiVA.org-mau-206892020-11-25T05:33:28ZComparison Between Particle Rendering Techniques in DirectX 11engJohansson, SimonAndersson, RobinMalmö högskola, Fakulteten för teknik och samhälle (TS)Malmö högskola, Fakulteten för teknik och samhälle (TS)Malmö högskola/Teknik och samhälle2017DirectXstream outputinstancingparticle systemcomparisonbenchmarkEngineering and TechnologyTeknik och teknologierComparison between GPU and CPU particle systems.Computer games have used particle systems for visualeffects such as weather, smoke, fog, etc and it’s relatively low costto implement. There are a mixture of different techniques usedto render particle systems, usually CPU heavy implementationsor a GPU based one.In this study we developed two rendering techniques for aparticle system, instancing and stream-out, and compare theirperformance. As almost as expected we saw that the stream-outtechnique that is GPU based outperformed instancing when wetested using none intractable particle systems. We have furthereddiscussed both advantages and disadvantages in other scenarios. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20689Local 23517application/pdfinfo:eu-repo/semantics/openAccess |
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English |
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Others
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DirectX stream output instancing particle system comparison benchmark Engineering and Technology Teknik och teknologier |
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DirectX stream output instancing particle system comparison benchmark Engineering and Technology Teknik och teknologier Johansson, Simon Andersson, Robin Comparison Between Particle Rendering Techniques in DirectX 11 |
description |
Comparison between GPU and CPU particle systems.Computer games have used particle systems for visualeffects such as weather, smoke, fog, etc and it’s relatively low costto implement. There are a mixture of different techniques usedto render particle systems, usually CPU heavy implementationsor a GPU based one.In this study we developed two rendering techniques for aparticle system, instancing and stream-out, and compare theirperformance. As almost as expected we saw that the stream-outtechnique that is GPU based outperformed instancing when wetested using none intractable particle systems. We have furthereddiscussed both advantages and disadvantages in other scenarios. |
author |
Johansson, Simon Andersson, Robin |
author_facet |
Johansson, Simon Andersson, Robin |
author_sort |
Johansson, Simon |
title |
Comparison Between Particle Rendering Techniques in DirectX 11 |
title_short |
Comparison Between Particle Rendering Techniques in DirectX 11 |
title_full |
Comparison Between Particle Rendering Techniques in DirectX 11 |
title_fullStr |
Comparison Between Particle Rendering Techniques in DirectX 11 |
title_full_unstemmed |
Comparison Between Particle Rendering Techniques in DirectX 11 |
title_sort |
comparison between particle rendering techniques in directx 11 |
publisher |
Malmö högskola, Fakulteten för teknik och samhälle (TS) |
publishDate |
2017 |
url |
http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20689 |
work_keys_str_mv |
AT johanssonsimon comparisonbetweenparticlerenderingtechniquesindirectx11 AT anderssonrobin comparisonbetweenparticlerenderingtechniquesindirectx11 |
_version_ |
1719362160834904064 |