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The Research And Implement Of Scene Rendering Techniques In 3D Game Engines

Posted on:2007-04-14Degree:MasterType:Thesis
Country:ChinaCandidate:C WangFull Text:PDF
GTID:2178360182982231Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
Game engine is the foundation of high-performance games. Researching and development of game engines need supports from all the other researching fields, such as computer graphics and artificial intelligence. At meantime, the general and efficient graphic processing capability that game engine can provide also be more and more visible to fields out side the game development industry, just like computer aided design and virtual reality.Nowadays, our domestic game markets are dominated by foreign entities, and our local game industry is in cradle. At this key point, developing a self-owned game engine which can generate business value is vital to the development of our information industry.Game Engine is a well organized system. This article primarily focuses on 3D Game Engine rendering techniques. At first, this article starts with a brief introduction to basic theories and techniques of game rendering engine, and then divided it into out-door part and in-door part. About out-door engine, this article describes some terrain techniques such as ROAM, GeoMipMap and Terrain texture methods, and at meantime works out some optimized solutions to them. About in-door engine, this article eyes on level model loading technique, game objects management and scene management, for example, BSP Trees and OctTrees. Following that, some special effects and scene realization techniques are introduced, include nature scene rendering methods, static lighting techniques, particle systems, and proposes a method to make engine extendable to new special effect scene. At last, this article discuses object-oriented software designing principles and patterns. And prove the significance of OOD in game engine development via a careful analysis of a real game engine.Since the target of this article is to bring heurist to practice, so an educational game engine based on Microsoft DirectX platform was implemented for the article. Through demonstrating this engine, we compared, optimized those theories and techniques mentioned in this article, and we also use object-oriented methods to design, which make the engine both effective and generic.
Keywords/Search Tags:Game Engine, Computer Graphics, Terrain Rendering, Scene Realization, Scene Management, Object Oriented
PDF Full Text Request
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