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RENDERING SPEEDS OF DYNAMIC AND STATIC OBJECTS WITH TANGENT SPACE NORMAL MAPPING ON 3D GAMES

机译:带有关于3D游戏的正态空间正常映射的动态和静态对象的渲染速度

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In 3D games, bump mapping is an efficient way to provide high-resolution bumpy lighting features in textures using only low-resolution meshes during runtime. This paper developed two 3D games based on Unity3D and Direct3D using normal mapping, which is a typical one among bump mapping methods. In particular, dynamic objects in 3D games require tangent space normal mapping, which requires much computation per vertex. The performance of dynamic and static objects with or without normal mapping in 3D games is analyzed using various screen resolutions as well as eight simulation models in terms of the rendering speed like frames per second (FPS). The rendering speeds of the models Gu and Gd on Unity3D and Direct3D based games, where using normal mapping to all objects among the eight simulation models, can be improved by up to 79.7% and 19.2%, respectively, compared with the models Bu and Bd without normal mapping. The tangent space normal mapping on both dynamic and static objects in 3D games has a large effect on rendering speed.
机译:在3D游戏中,Bump Mapping是在运行时仅使用低分辨率网格提供纹理中的高分辨率颠簸照明功能的有效方法。本文使用正常映射开发了基于Unity3D和Direct3D的两个3D游戏,这是一个典型的凹凸映射方法。特别是,3D游戏中的动态对象需要切线空间正常映射,这需要每个顶点计算许多计算。使用各种屏幕分辨率分析具有或不具有正常映射的动态和静态对象的性能以及在每秒渲染速度(FPS)等渲染速度方面的八个仿真模型。与八个仿真模型中的所有对象一起使用正常映射的UNITY3D和Direct3D的GU和GD的渲染速度,可以分别提高到七个模拟模型中的所有对象,与模型BU和BD相比,可以提高高达79.7%和19.2%没有正常的映射。 3D游戏中动态和静态对象的切线空间正常映射对渲染速度有很大影响。

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