Performance Improvement in Real-Time 3D Rendering Using OpenGL Fragment Shader and Unity Surface Shader

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 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.

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Publication Details

Journal
ITEGAM- Journal of Engineering and Technology for Industrial Applications (ITEGAM-JETIA)
Published
2025-01-01
DOI
https://doi.org/10.5935/jetia.v11i55.2670
Primary Topic
Computer Graphics and Visualization Techniques
Type
article
Field-Weighted Citation Impact
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article

Performance Improvement in Real-Time 3D Rendering Using OpenGL Fragment Shader and Unity Surface Shader

Muhammad Aminul Akbar, Eriq Muhammad Adams Jonemaro, Aryo Pinandito, Herman Tolle et al.
ITEGAM- Journal of Engineering and Technology for Industrial Applications (ITEGAM-JETIA)
Computer Graphics and Visualization Techniques
article

Performance Improvement in Real-Time 3D Rendering Using OpenGL Fragment Shader and Unity Surface Shader

Muhammad Aminul Akbar, Eriq Muhammad Adams Jonemaro, Aryo Pinandito, Herman Tolle, Ivan Maulana Agusti
article en

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 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.

ITEGAM- Journal of Engineering and Technology for Industrial Applications (ITEGAM-JETIA)Vol. 11(55)
University of Brawijaya (ID)
Openalex Percentile: Top 46%
Computer Graphics and Visualization Techniques
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