Pengukuran Performa Algoritma Culling untuk Optimasi Grafis pada Game Tiga Dimensi

Penulis

Kholid Fathoni, Nur Shabrina Shaliha, Halimatus Sa'dyah, Dwi Kurnia Basuki, Arif Basofi

Abstrak

Saat ini, teknologi game berkembang pesat. Terdapat banyak pengembang game yang mengembangkan game menggunakan grafis 3D. Meskipun teknologi GPU berkembang dengan pesat, optimasi tetap dibutuhkan seiring dengan perkembangan teknologi visualisasi. Penelitian ini mengulas performa algoritma Occlusion Culling berbasis GPU serta algoritma Occlusion Culling klasik dalam melakukan rendering pada game tiga dimensi. Berdasarkan penelitian ini, kami ingin mengetahui apakah Occlusion Culling berbasis GPU relevan untuk digunakan pada proses rendering game tiga dimensi.

 

Abstract

Game technology is getting bigger. There are many games developed using 3D graphics. Although GPU technology is growing rapidly, we still need optimization technique because the complexity of visualization always increases day by day. In this paper, we want to investigate the performance of GPU driven occlusion culling algorithm and classic occlusion culling in 3D Game Rendering. According to this research, we want to find whether GPU driven occlusion culling relevant for 3D Game or not.


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Referensi


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