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Evaluating Visual Quality of Secondary Motion Simulation Techniques : A Survey on Stylized 3D Game Character Cloth and HairBurman, Adam January 2022 (has links)
Background. Secondary motion is a principle of animation, it is movement that occurs as a result of other movement, such as swinging hair or clothes. In 3D animation, such as in games, it is often simulated instead of animated manually. In game projects with time limitations, it can be interesting to know to what degree these simulations impact the visual quality in order to decide whether they should be prioritized. It is also interesting to know how the results of various methods compare to each other. To simulate in real-time means that physics simulations are running during gameplay. Baked animations on the other hand are simulations that have already been processed and saved as animation data, they are less dynamic but also less performance intensive. Objectives. The aim of this thesis is to evaluate the impact of three sets of animations by conducting a survey where each set is compared. The three sets are: animations that feature real-time simulations, baked simulations and ones without simulation. The goal is to acquire a metric from the comparisons that can give an insight to the visual quality impact of each method. Methods. Three animation sets were created. Then, a survey was conducted using a questionnaire that featured side by side video comparisons of the animation sets. The videos featured a stylized character running, walking, or jumping through an empty environment. Pairwise similarity judgements were done by asking the participants to rate each video compared to each other. The results from the questionnaire were analyzed using a method that is a part of the analytical hierarchy process. The data from each comparison was averaged, put into pairwise comparison matrices, and then used to calculate priority vectors. The level of consistency of the comparisons were also calculated. Results. The priority vectors show the ratios of how each animation set were preferred compared to each other. In the priority vector for all animations combined, the set without simulations ranked at twenty-four percent, the real-time set ranked at thirty-three percent and the baked set ranked the highest at forty-three percent. The comparisons were calculated to have a very high consistency, which strengthens the result. Conclusions. The results show the impact that adding simulated secondary motion has. The simulations appear to improve the visual quality, but the margin is not extreme. The calculated ratios could be used to argue for or against a game project’s prioritization of secondary motion simulations depending on the project’s time constraints and access to preexisting methods of simulation. It should be noted that the format of video comparisons did not showcase all the advantages of each method such as creation accessibility, technical performance or dynamicity. As such, it is uncertain how fair the comparisons of the baked and real-time simulations are in a more general sense. Nevertheless, the results are considered to give at least a partial insight into how these methods compare.
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Evaluating PQPM for Usage in Combination with Continuous LOD in VRNyström, Oskar January 2022 (has links)
The use of Virtual Reality (VR) is growing in commercial use, one type of VR headset, called mobile stand-alone system has limited resources for computing and memory. Because of this, when developing real-time applications for this type of VR headset, performance needs to be heavily considered. One popular optimization technique is Level-of-Detail (LOD) which is a technique that represents a model at various resolutions. One type of LOD is called continuous LOD which can represent a model at a continuous spectrum of detail, this is not frequently used, however, because of being less intuitive and more difficult to implement than other versions. This project researched a type of continuous LOD used with a new metric called Pixel Quality Per Meter (PQPM). PQPM relies on having a minimum edge length calculated using a model's screen coverage in relation to its size. To answer whether PQPM can be used together with continuous LOD for intuitive, simple, and efficient updating and rendering in VR. The continuous LOD only uses one low-poly mesh which is tessellated with the help of a Vertex Displacement Map (VDM) to the desired quality. This approach is then evaluated using Nvidia FLIP, an image comparison application that emulates the human visual system. The result was an intuitive and easily implementable LOD which is used together with PQPM to decide the optimal quality given the models size and coverage on the screen. The usage of PQPM did not result in optimal quality at all distances, due to smaller segments being present, which could disappear completely at far distances. The continuous LOD combined with the PQPM did also not scale well but worked well at lower qualities. The study showed groundwork for how PQPM could work together with continuous LOD, it provides a more intuitive and easily implementable continuous LOD than previous approaches, however, because of the scalability issues, further work needs to be done to optimize this approach. / Användingen av Virtual Reality (VR) i kommersiellt syfte ökar, en typ av dessa VR headsets kallas mobila fristående system. Mobila fristående system har begränsade resurser när det kommer till att göra beräkningar och minne. På grund av detta måste man noga överväga prestanda. En populär optimeringsmetod kallas Level-of-Detail (LOD) vilket är en metod som kan representera en modell på ett antal olika upplösningar. En typ av LOD kallas kontinuerlig LOD som kan representera en modell med en kontinuerling detaljnivå. Denna används inte frekvent däremot på grund av att den är mindre intuitiv och svårare att implementera och uppdatera detaljnivå. Detta projektet undersökte en typ av kontinuerlig LOD där den används tillsammans med ett nytt metriskt mått som kallas Pixel Quality Per Meter (PQPM). PQPM byggs på att beräkna en minimal kantlängd via hur stor del av skärmen den täcker i relation till dess storlek. Detta undersöks för att besvara ifall PQPM kan användas tillsammans med kontinuerlig LOD för intuitiv, simpel och effektiv uppdatering och rendering i VR. Den kontinuerliga LOD använder sig bara av en low-poly mesh som är tessellerad med hjälp av en Vertex Displacement Map (VDM) till en önskad kvalitet. Detta evalueras sedan genom Nvidia FLIP, en bildjämförelseapplikation som emulerar människosyn. Resultatet var en intuitiv och enkelt implementerbar kontinuerlig LOD som användes tillsammans med PQPM för att bestämma den optimala detaljnivån baserat på modellens storlek och hur mycket av skärmen den täckte. Användingen av PQPM resulterade inte i optimal kvalitet för alla distanser, på grund av mindre segment som kunde försvinna helt på längre distanser. Den kontinuerliga LOD tillsammans med PQPM hade dålig skalning i prestanda men fungerade bra vid lägre kvalitetsnivåer. Studien visa grundarbetet för hur PQPM kan användas tillsammans med kontinuerlig LOD. Detta tillvägagångsättet tillät för ett mer intuitivt och simpelt sätt att implementera än tidigare tillvägagångssätt. Däremot, på grund av skalningsproblemen, fortsatt arbete måste göras för att optimera detta tillvägagångssättet.
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