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Game Analysis, Debugging And Performance Optimization Based On Graphics Pipeline

Posted on:2006-04-03Degree:MasterType:Thesis
Country:ChinaCandidate:X C WeiFull Text:PDF
GTID:2168360152466439Subject:Computer applications
Abstract/Summary:PDF Full Text Request
Nowadays, impelled by 3D application (especially PC games), real-time graphics technique is developed very fast. It has produced much impact in computer graphics, making real-time one of the most vital targets in performances of 3D application. However, along with increasing complexity of model and 3D scene, an even higher requirement in real-time performance is still the bottleneck of many application systems (such as VR and visual technique, etc.).The first part of this thesis is the introduction of game debugging and analysis toolkit, D3DWrapper. In this part, the software is described in detail on the way to intercept states of graphics pipeline and the process of geometric reconstruction. The second part of our research is about optimization based on graphics pipeline. In the thesis, the author discusses some acceleration algorithms and how to optimize the performance of graphics pipeline. Some algorithms are applied on the optimization of M3D library, a kind of graphics API on mobile platform, to improve real-time performance.At the beginning of this thesis, we will present software, D3DWrapper. The software can utilize the states obtained from graphics instruction to construct state machine representing graphics pipeline and resource map describing the memory allocation for graphics resource. With these data structures, the application can trace, debug or replay the process of 3D rendering. It can also be used in non-invasive editing of binary code and reconstruction of 3D model.On pipeline performance optimization, the author discusses the way to locate the performance bottleneck of graphics pipeline, and then various optimization techniques on different stages of the pipeline are recommended. At the end of this part, it is introduced the elements of vertex buffer and index buffer under hardware condition.On the acceleration algorithms, this thesis mainly introduces back face culling and clipping techniques which are usually used in geometric stage of graphics pipeline. We present early back face culling and early clipping techniques to cut off invalid data which may enter the lighting stage in order to improve the efficiency of geometric stage.
Keywords/Search Tags:Game Analysis, Game Optimization, Graphics Pipeline, Pipeline Optimization, Instruction Interception, Geometric Model Reconstruction.
PDF Full Text Request
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