원문정보
초록
영어
In three dimensional (3D) computer games, the deferred rendering is an effective way to process realistic visual effects such as dynamic lights, shadow, depth of field (DOF), and high dynamic range (HDR) using multiple geometric buffers(G-buffers) regardless of the scene complexity. However, the G-buffer only stores information about a single pixel in each texel, so transparency with alpha blending on deferred rendering is difficult compared to forward rendering. The conventional way to process transparency on deferred rendering is to separate opaque and transparent renderings. But the object sorting required in it causes the speed degradation. Nevertheless the transparency techniques without object sorting such as screen door, interfaced, and stochastic can reduce the rendering time, but those cause the image quality degradation. This paper compares transparency techniques on deferred rendering. The Game Institute 3D game engine is modified to measure the rendering speeds of transparency techniques. The deferred rendering can speed up the rendering time of about 1.48 times than the forward rendering. The transparency techniques without object sorting can also speed up the rendering time of about 1.1 times than the conventional technique. Plus, six 4K ultra high definition (UHD) game images are used to measure the extent of quality degradation of the transparency techniques without object sorting in terms of peak noise signal ratio (PSNR). Consequently, the interlaced technique can get better PSNRs of about 124.8% in the same than both the screen door and the stochastic techniques.
목차
1. Introduction
2. The Deferred Rendering Based on the Game Institute 3D Game Engine
3. Performance Evaluation Using the Game Institute 3D Game Engine
4. Performance Evaluation in PSNRs Using 4K UHD Game Images
5. Conclusion
References
