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프러스텀 컬링과 PVS 컬링 유무에 따른 3D 게임 렌더링 성능 평가 KCI 등재

Performance Evaluation of 3D Game Rendering with and without Frustum Culling and PVS Culling

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한국컴퓨터게임학회 논문지 (Journal of The Korean Society for Computer Game)
한국컴퓨터게임학회 (Korean Society for Computer Game)
초록

In this paper, the performance of 3D game rendering with and without application of frustum culling and PVS (Potentially Visible Set) culling is evaluated in FPS(frame per second). Both frustum culling and PVS culling are two representative methods to efficiently remove invisible contents before a rendering stage in a large 3D game scene. As a result of the performance evaluation, frustum culling and PVS culling have a large effect on rendering performance. In case of not applying any culling, the average performance is decreased by 15.8% compared to the case where all culling is applied. Also, in this paper, the number of portals for indoor static contents in the 3D game contents used in the experiment is larger, so that the application of PVS culling has more influence on the performance than frustum culling.

목차
ABSTRACT
  1. Introduction
  2. Frustum curling
  3. PVS curling
  4. Performance evaluation
  5. Conclusion
  5. 결론
  Reference
저자
  • 김영식(Department of Game and Multimedia Engineering, Korea Polytechnic University) | Youngsik Kim Correspondence to