Alternating Physically Based Renderingin Low-lit Areas

Background The increase in screen resolution has increased from HD to Ultra-HDduring the last decade. A modern game today with Ultra-HD resolution has overeight million pixels that need to be shaded, combined with the expensive shadingmethod Physically Based Rendering the equations needed to calcula...

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Main Author: Kupersmidt, Itamar
Format: Others
Language:English
Published: Blekinge Tekniska Högskola 2018
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16671
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spelling ndltd-UPSALLA1-oai-DiVA.org-bth-166712018-07-03T05:58:09ZAlternating Physically Based Renderingin Low-lit AreasengKupersmidt, ItamarBlekinge Tekniska Högskola2018Physically based renderingRoughnessLow-lit environmentsSoftware EngineeringProgramvaruteknikBackground The increase in screen resolution has increased from HD to Ultra-HDduring the last decade. A modern game today with Ultra-HD resolution has overeight million pixels that need to be shaded, combined with the expensive shadingmethod Physically Based Rendering the equations needed to calculate each pixel arenumerous. Objectives This the study aims to remove complexity from the Physically BasedRendering shading method in the form of roughness in low-lit areas. The low-lit areaswill instead be rendered without the roughness attribute. By removing roughnessless calculations will be performed. Methods To remove roughness from low-lit areas the light had to be approximatedusing a diffuse model. The pixel was later converted via Hue Saturation PerceivedBrightness to calculate the brightness. If the pixel was under the given threshold,the pixel was shaded using a low-complexity Physically Based Rendering implemen-tation without roughness. A user study was conducted using Unity game enginewith eight participants being asked to compare different stimuli all rendered withdifferent thresholds for darkness with a reference picture. The aim of the study wasto ascertain if the stimuli without roughness had any perceivable difference from thereference. Results The results of the study show the majority of the participants noticinga difference when comparing the stimuli with the reference. The areas affected wasnot only the low-lit areas but the whole scene. The energy conversion without theroughness value made the whole scene appear darker. Conclusions The roughness value is an integral part of energy conversion andwithout it, the scene will appear much darker. While the majority of participantsnoticed a difference, the lowest threshold resembled the original the most Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:bth-16671application/pdfinfo:eu-repo/semantics/openAccess
collection NDLTD
language English
format Others
sources NDLTD
topic Physically based rendering
Roughness
Low-lit environments
Software Engineering
Programvaruteknik
spellingShingle Physically based rendering
Roughness
Low-lit environments
Software Engineering
Programvaruteknik
Kupersmidt, Itamar
Alternating Physically Based Renderingin Low-lit Areas
description Background The increase in screen resolution has increased from HD to Ultra-HDduring the last decade. A modern game today with Ultra-HD resolution has overeight million pixels that need to be shaded, combined with the expensive shadingmethod Physically Based Rendering the equations needed to calculate each pixel arenumerous. Objectives This the study aims to remove complexity from the Physically BasedRendering shading method in the form of roughness in low-lit areas. The low-lit areaswill instead be rendered without the roughness attribute. By removing roughnessless calculations will be performed. Methods To remove roughness from low-lit areas the light had to be approximatedusing a diffuse model. The pixel was later converted via Hue Saturation PerceivedBrightness to calculate the brightness. If the pixel was under the given threshold,the pixel was shaded using a low-complexity Physically Based Rendering implemen-tation without roughness. A user study was conducted using Unity game enginewith eight participants being asked to compare different stimuli all rendered withdifferent thresholds for darkness with a reference picture. The aim of the study wasto ascertain if the stimuli without roughness had any perceivable difference from thereference. Results The results of the study show the majority of the participants noticinga difference when comparing the stimuli with the reference. The areas affected wasnot only the low-lit areas but the whole scene. The energy conversion without theroughness value made the whole scene appear darker. Conclusions The roughness value is an integral part of energy conversion andwithout it, the scene will appear much darker. While the majority of participantsnoticed a difference, the lowest threshold resembled the original the most
author Kupersmidt, Itamar
author_facet Kupersmidt, Itamar
author_sort Kupersmidt, Itamar
title Alternating Physically Based Renderingin Low-lit Areas
title_short Alternating Physically Based Renderingin Low-lit Areas
title_full Alternating Physically Based Renderingin Low-lit Areas
title_fullStr Alternating Physically Based Renderingin Low-lit Areas
title_full_unstemmed Alternating Physically Based Renderingin Low-lit Areas
title_sort alternating physically based renderingin low-lit areas
publisher Blekinge Tekniska Högskola
publishDate 2018
url http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16671
work_keys_str_mv AT kupersmidtitamar alternatingphysicallybasedrenderinginlowlitareas
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