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Super-modular Textures : Comparisons in Practical Applications

The purpose of this thesis is to compare the products of two different work flows in a practical environment. The work flows in question are those of building environments using super-modular textures versus the more conventional method of unique textures. The tests will try to establish whether or not the theory of the super-modular work flow holds up in practice, i.e. if the result is actually as optimized has the theory outlines. The data of interest is gathered through tests in the Unreal Development Kit, which is a free version of the commercial Unreal engine. Results are compiled into graphs in order to give a clear overview of the differences between the two products. The results show that in the context of the tests performed the super-modular workflow allocates less memory than what can be achieved using uniquely mapped assets and that the average draw calls remain the same regardless of method.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:hgo-1606
Date January 2012
CreatorsSvetoft, John
PublisherHögskolan på Gotland, Institutionen för speldesign, teknik och lärande
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

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