Optimizing real-time graphics for a VR environment
Paulaniemi, Katariina (2024)
Paulaniemi, Katariina
2024
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-202401312268
https://urn.fi/URN:NBN:fi:amk-202401312268
Tiivistelmä
Good performance is necessary for good user experiences in virtual reality. A 3D artist crafting the environment for such experiences should be aware of the hardware limitations and possible methods that can be applied to any real-time graphic projects as such. Some methods are more relevant to certain kinds of projects than others, and not all the methods mentioned in the thesis need to be applied in every project if it is not necessary. The necessity should be evaluated case by case, and it is important to be aware of the possible methods and what are their effects on performance.
The purpose for this thesis was to familiarize the reader with real-time rendering optimization methods; how and why they should be used. As a practical project, a virtual reality training simulation was made for ABB Group, where many of the optimization methods from the theory of the thesis were applied. Additional tests were made to have more tangible data on how certain methods, that were not necessary to use in the project, affect real-time rendering performance.
The goal was to balance an immersive environment and good performance. The project provided a more comprehensive understanding of the methods in not only theory, but also in practice. The methods themselves did not require programming knowledge but are easier to understand with at least some technical knowledge. Implementing the methods from early on whenever possible kept the performance steady throughout without needing to go back and redo a lot of work.
The purpose for this thesis was to familiarize the reader with real-time rendering optimization methods; how and why they should be used. As a practical project, a virtual reality training simulation was made for ABB Group, where many of the optimization methods from the theory of the thesis were applied. Additional tests were made to have more tangible data on how certain methods, that were not necessary to use in the project, affect real-time rendering performance.
The goal was to balance an immersive environment and good performance. The project provided a more comprehensive understanding of the methods in not only theory, but also in practice. The methods themselves did not require programming knowledge but are easier to understand with at least some technical knowledge. Implementing the methods from early on whenever possible kept the performance steady throughout without needing to go back and redo a lot of work.