Evaluating user preference when applying mipmap LOD in shadow covered textures

Background. Shadow mapping is a method that is used for generating and imitating shadows in 3D-spaces. This technique has been used in the entertainment media industry in the form of games, movies and 3D renderings of environments to create a more realistic experience for consumers. Shadow mapping i...

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Main Author: Berggren, Jonas
Format: Others
Language:English
Published: Blekinge Tekniska Högskola, Institutionen för datavetenskap 2020
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19395
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spelling ndltd-UPSALLA1-oai-DiVA.org-bth-193952020-05-05T03:31:31ZEvaluating user preference when applying mipmap LOD in shadow covered texturesengBerggren, JonasBlekinge Tekniska Högskola, Institutionen för datavetenskap2020TexturesMipmappingShadow MappingLevel of DetailOther Engineering and Technologies not elsewhere specifiedÖvrig annan teknikBackground. Shadow mapping is a method that is used for generating and imitating shadows in 3D-spaces. This technique has been used in the entertainment media industry in the form of games, movies and 3D renderings of environments to create a more realistic experience for consumers. Shadow mapping is not a perfect technique, and is performance costing on the GPU; however, some methods save performance by reducing the complexity of geometrical shapes and textures depending on the distance between observer and object. These techniques are based on that the observer will not notice the complexity reductions; can the usage of such methods be extended to textures covered in shadows without any consequences in the aspect of visual appearance and preference? Objectives. This thesis aims to examine if there is a possibility to extend the usage of LOD techniques to shadowed textures and to analyze individuals’ preferences of texture variants that are covered in shadows. Additionally, proposing the method of lowering texture resolution by using DirectX:s sampler data type, which is configurable to increase the level of details with mipmapping when sampling textures. Methods. This document presents a user study using the Two-alternative forced choice method and PsychoPy application to create a visual test. The visual test was conducted in a controlled and observed environment with volunteering participants. The objective of the visual test was to go through several sets of different images, and to choose which image of each set that was preferred. The stimulus was repeated with the initial images fading in and out slowly to prevent carry over effects. After the test participants were asked to fill out a questionnaire. The questionnaire assessed if they noticed any differences within the shadows, and if they had any additional thoughts about the experiment. Results. The results from the study were then evaluated through a binomial test that yielded that there was no statistically significant difference in preference between the lowered texture resolution in shadows and normal texture resolution in shadows. Separately evaluating the environments showed that there was a preference for shadowed low-resolution textures in environments that were dark. The environments with high illumination had more varied results. There were 17 participants that volunteered in the test and were ranging from the ages 18 to 29. Conclusions. With the results presented it was shown that the shadowed lowresolution textures were preferred in environments with low illumination. This suggests that the proposed concept method is better suited for similar environments. However, several factors may have affected the results. Factors such as images being too dark, the lack of exaggerated images, images fading in and out too fast, few participants, more partaking will assure there is less chance for bias. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:bth-19395application/pdfinfo:eu-repo/semantics/openAccess
collection NDLTD
language English
format Others
sources NDLTD
topic Textures
Mipmapping
Shadow Mapping
Level of Detail
Other Engineering and Technologies not elsewhere specified
Övrig annan teknik
spellingShingle Textures
Mipmapping
Shadow Mapping
Level of Detail
Other Engineering and Technologies not elsewhere specified
Övrig annan teknik
Berggren, Jonas
Evaluating user preference when applying mipmap LOD in shadow covered textures
description Background. Shadow mapping is a method that is used for generating and imitating shadows in 3D-spaces. This technique has been used in the entertainment media industry in the form of games, movies and 3D renderings of environments to create a more realistic experience for consumers. Shadow mapping is not a perfect technique, and is performance costing on the GPU; however, some methods save performance by reducing the complexity of geometrical shapes and textures depending on the distance between observer and object. These techniques are based on that the observer will not notice the complexity reductions; can the usage of such methods be extended to textures covered in shadows without any consequences in the aspect of visual appearance and preference? Objectives. This thesis aims to examine if there is a possibility to extend the usage of LOD techniques to shadowed textures and to analyze individuals’ preferences of texture variants that are covered in shadows. Additionally, proposing the method of lowering texture resolution by using DirectX:s sampler data type, which is configurable to increase the level of details with mipmapping when sampling textures. Methods. This document presents a user study using the Two-alternative forced choice method and PsychoPy application to create a visual test. The visual test was conducted in a controlled and observed environment with volunteering participants. The objective of the visual test was to go through several sets of different images, and to choose which image of each set that was preferred. The stimulus was repeated with the initial images fading in and out slowly to prevent carry over effects. After the test participants were asked to fill out a questionnaire. The questionnaire assessed if they noticed any differences within the shadows, and if they had any additional thoughts about the experiment. Results. The results from the study were then evaluated through a binomial test that yielded that there was no statistically significant difference in preference between the lowered texture resolution in shadows and normal texture resolution in shadows. Separately evaluating the environments showed that there was a preference for shadowed low-resolution textures in environments that were dark. The environments with high illumination had more varied results. There were 17 participants that volunteered in the test and were ranging from the ages 18 to 29. Conclusions. With the results presented it was shown that the shadowed lowresolution textures were preferred in environments with low illumination. This suggests that the proposed concept method is better suited for similar environments. However, several factors may have affected the results. Factors such as images being too dark, the lack of exaggerated images, images fading in and out too fast, few participants, more partaking will assure there is less chance for bias.
author Berggren, Jonas
author_facet Berggren, Jonas
author_sort Berggren, Jonas
title Evaluating user preference when applying mipmap LOD in shadow covered textures
title_short Evaluating user preference when applying mipmap LOD in shadow covered textures
title_full Evaluating user preference when applying mipmap LOD in shadow covered textures
title_fullStr Evaluating user preference when applying mipmap LOD in shadow covered textures
title_full_unstemmed Evaluating user preference when applying mipmap LOD in shadow covered textures
title_sort evaluating user preference when applying mipmap lod in shadow covered textures
publisher Blekinge Tekniska Högskola, Institutionen för datavetenskap
publishDate 2020
url http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19395
work_keys_str_mv AT berggrenjonas evaluatinguserpreferencewhenapplyingmipmaplodinshadowcoveredtextures
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