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

  • Eriq Muhammad Adams Jonemaro Department of Informatics Engineering, Faculty of Computer Science, Brawijaya University, Malang, Indonesia. https://orcid.org/0000-0001-8315-3210
  • Ivan Maulana Agusti Department of Informatics Engineering, Faculty of Computer Science, Brawijaya University, Malang, Indonesia. https://orcid.org/0009-0003-6453-3068
  • Herman Tolle Department of Informatics Engineering, Faculty of Computer Science, Brawijaya University, Malang, Indonesia. https://orcid.org/0000-0002-1550-0513
  • Muhammad Aminul Akbar Department of Information Systems, Faculty of Computer Science, Brawijaya University, Malang, Indonesia. https://orcid.org/0000-0003-0794-7443
  • Aryo Pinandito Department of Information Systems, Faculty of Computer Science, Brawijaya University, Malang, Indonesia. https://orcid.org/0000-0002-8509-2383

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.

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Author Biographies

Eriq Muhammad Adams Jonemaro, Department of Informatics Engineering, Faculty of Computer Science, Brawijaya University, Malang, Indonesia.

Department of Informatics Engineering, Faculty of Computer Science, Brawijaya University, Malang, Indonesia.

Ivan Maulana Agusti, Department of Informatics Engineering, Faculty of Computer Science, Brawijaya University, Malang, Indonesia.

Department of Informatics Engineering, Faculty of Computer Science, Brawijaya University, Malang, Indonesia.

Herman Tolle, Department of Informatics Engineering, Faculty of Computer Science, Brawijaya University, Malang, Indonesia.

Department of Informatics Engineering, Faculty of Computer Science, Brawijaya University, Malang, Indonesia.

Muhammad Aminul Akbar, Department of Information Systems, Faculty of Computer Science, Brawijaya University, Malang, Indonesia.

Department of Information Systems, Faculty of Computer Science, Brawijaya University, Malang, Indonesia.

Aryo Pinandito, Department of Information Systems, Faculty of Computer Science, Brawijaya University, Malang, Indonesia.

Department of Information Systems, Faculty of Computer Science, Brawijaya University, Malang, Indonesia.

Published
2025-10-28
How to Cite
Jonemaro, E., Agusti, I., Tolle, H., Akbar, M., & Pinandito, A. (2025). Performance Improvement in Real-Time 3D Rendering Using OpenGL Fragment Shader and Unity Surface Shader. ITEGAM-JETIA, 11(55), 230-237. https://doi.org/10.5935/jetia.v11i55.2670
Section
Articles