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Investigating How Impostor Techniques are Used to Optimize the Performance of Video Games
KTH, School of Electrical Engineering and Computer Science (EECS).
KTH, School of Electrical Engineering and Computer Science (EECS).
2019 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesisAlternative title
Studie av hur impostor techniques används för att optimera prestandan av spel (Swedish)
Abstract [en]

The demand for visual quality in video games is higher than ever. Video games approximate real objects via the tessellation of triangular polygons. Complex objects with a lot of detail require denser tessellations in order to be represented properly. However denser tessellations require more performance which can prevent the game from running properly in real time. Thus arises the problem of reducing the complexity of 3D objects in games while simultaneously preserving visual quality. An impostor technique approaches this problem by reducing the rendering cost. This project constructs a game engine and applies two existing impostor techniques: NP3D impostors and 2D impostors. A third impostor techniques is introduced where 3D objects are combined with 2D impostors and NP3D impostors. These techniques are then evaluated in terms of their effect on visual fidelity and performance. 2D impostors and NP3D impostors are revealed to be equally good at preserving visual fidelity but have different effects on performance. Using only 2D impostors is revealed to reduce CPU load. Using only NP3D impostors is revealed to reduce GPU load. The third technique is revealed to be completely ineffective.

Abstract [sv]

Det ställs idag högre krav än någonsin på den visuella kvaliteten i tv-spel. Riktiga objekt approximeras i tv-spel med en tessellation av triangulära polygoner. Komplexa objekt med mycket detalj kräver en tätare tessellation för att kunna representeras korrekt. En tätare tessellation är däremot mer resurskrävande och detta kan hindra spelet från att köra ordentligt i realtid. Därmed uppstår problemet att reducera komplexiteten av objektet utan att försämra den visuella kvaliteten för mycket. Ett tillvägagångssätt är impostor-tekniker som minskar kostnaden av att rendera 3D objekt. Detta projekt konstruerar en spelmotor (en integrerad utvecklingsmiljö utvecklad för att skapa spel) och tillämpar två existerande impostor tekniker: NP3D impostors och 2D impostors. En tredje impostor-teknik introduceras även där 3D object kombineras med 2D impostors och NP3D impostors. Dessa tekniker evalueras därefter baserad på hur de påverkar visuell kvalitet och prestanda. 2D impostors och NP3D impostors visar sig vara lika bra på att bevara visuell kvalitet men påverkar prestandan olika. Att endast använda 2D impostors visar sig reducera CPU användning. Att endast använda NP3D impostors reducerar GPU användning. Den tredje tekniken visar sig vara fullständigt ineffektiv.

Place, publisher, year, edition, pages
2019. , p. 30
Series
TRITA-EECS-EX ; 2019:401
National Category
Computer and Information Sciences
Identifiers
URN: urn:nbn:se:kth:diva-259509OAI: oai:DiVA.org:kth-259509DiVA, id: diva2:1351755
Supervisors
Examiners
Available from: 2019-11-07 Created: 2019-09-16 Last updated: 2019-11-07Bibliographically approved

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