Particle system rendering: The effect on rendering speed when using geometry shaders
Independent thesis Basic level (degree of Bachelor)Student thesisAlternative title
Rendering av partikelsystem : Påverkan av rendering vid användande av geometry shaders (Swedish)
It is a great challenge to develop a computer game. Today many games are developed in large game studios where lots of skilled people are working together. Everyone has to know what the final game should look like. Game designers are responsible for how the game should feel and look like. This also means that they decide if a programmer has to develop new techniques or not. Sometimes the game designers require lots of new techniques to be developed. Such a new technique may be rendering particle systems with a lot of particles in it. This is where this report will focus. To render particle systems it is necessary to know about the limitations there are in both hardware and software. Until today particle systems have been updated and calculated using the Central Processing Unit of the computer. With Microsoft Direct3D 10 there are new ways to render particles using Geometry Shaders. Geometry Shaders runs on the graphics card. This thesis focuses on testing rendering performance between using Geometry Shaders and not using Geometry Shaders. A questionnaire was sent to Swedish game developers to get more information about relevant topics for investigation. A general answer was that Geometry Shaders always increase particle rendering performance. This thesis investigates if and when the statement is true or not. The hypothesis was obtained from the answers to the questionnaire. Two test applications were used to investigate if the hypothesis was true or false. One test application has particle calculations on the CPU of the computer. The other test application has particle calculations on the GPU of the graphics card. Six different tests were done and the Geometry Shader approach went out to be the fastest in five of the tests. Since not all tests were faster than the CPU approach the hypothesis is not always true.
Place, publisher, year, edition, pages
2007. , 47 p.
Particle system, DirectX, Direct3D, rendering, vertex shader, geometry shader, pixel shader
Computer Science Software Engineering
IdentifiersURN: urn:nbn:se:bth-3544Local ID: oai:bth.se:arkivex10165EFE6D0AC508C12573470032C16AOAI: oai:DiVA.org:bth-3544DiVA: diva2:830853