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PERFORMANCE IMPROVEMENT IN REAL-TIME 3D RENDERING USING OPENGL FRAGMENT SHADER AND UNITY SURFACE SHADER

Research output: Contribution to journalArticlepeer-review

Abstract

3D Objects with high geometric complexity are needed to create detailed visualization in video games. However, rendering 3D objects with high geometric complexity requires high computing resources, which can reduce the framerate. GPU-based rendering can make the rendering process efficient. This study uses comprehensive evaluation parameters to evaluate the performance of real-time 3D GPU-based rendering between Unity surface shader and OpenGL fragment shader, based on geometric complexity. The experiment was conducted by rendering various cube objects. The collected data, analyzed using statistical tests, showed that the OpenGL fragment shader had better overall performance in framerate, memory usage, and CPU usage, but more GPU Usage. Thus, this indicates that the OpenGL fragment shader relies more heavily on GPU processing power for rendering efficiency, making it better suited for desktop systems with dedicated GPUs, while Unity surface shaders may be more appropriate for systems with integrated graphics.

Original languageEnglish
Pages (from-to)230-237
Number of pages8
JournalJournal of Engineering and Technology for Industrial Applications
Volume11
Issue number55
DOIs
Publication statusPublished - 30 Sept 2025

Keywords

  • GPU-based rendering
  • OpenGL fragment Shader
  • Real-time 3D rendering
  • Shader performance
  • Unity surface Shader

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