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Study On 3D FPS Rendering System

Posted on:2007-05-23Degree:MasterType:Thesis
Country:ChinaCandidate:K Y WangFull Text:PDF
GTID:2178360182493770Subject:Computer software and theory
Abstract/Summary:PDF Full Text Request
With the constant development, current game engine has become a complicated system consists of many subsystems, which involving modeling, animation, lighting, particle system, and also involving phisical system, collision detection, file manager, network attributes, even professional edital tools and plugins are involving too. Therefore, there are higher requirements to the real-time rendering system, which is the core part of the 3D FPS game engine. As a result, the technical level of a rendering system implies which of the game itself.Firstly, this article will discuss about the graphic pipeline, and then comes to the architecture of rendering system. At last, some of the core modules including rendering APIs abstraction, resource manager and scene graph manager will be designed. The most important one in these three is scene graph manager, which is the "front-end" data management system that provides potentially visible data to the "back-end" rendering system, because the rendering efficiency of a 3D game depends heavily on the design and organisation of the scene graph manager.In addition, the system design is based on object-oriented design and performed many classical design patterns on it. Some extendable and maintainable and user customization issues are involved during the system design.
Keywords/Search Tags:First Person Shooting 3D game, Rendering System, Scene Graph, Design Pattern, Binary Space Partition(BSP), Potentially Visible Sets(PVS) ROAM(Real-time Optimally Adapting Meshes)
PDF Full Text Request
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