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Research And Implementation Of A Rendering System In 3D Game Engine Based On DirectX9

Posted on:2008-05-23Degree:MasterType:Thesis
Country:ChinaCandidate:B LiuFull Text:PDF
GTID:2178360215961715Subject:Computer software and theory
Abstract/Summary:PDF Full Text Request
In recent years, game engine technology has been developing somewhat. Game engine is a toolkit suite that speeds up game developing. The engine consists of some fundamental functionality that is necessary in developing 3D game. The rendering system is the main part of a game engine.Purport of the research conducted in the paper, development of game engine design in our country and abroad, envision of the research and desired result are discussed.Some relative technologies that pertain to the rendering system of a game engine are illustrated. The technologies disscused are 3D modeling, culling operation and basic rending pipeline.The implementing mechanism of the rendering system of the game engine is analyzed. The rendering system discussed in this part of the paper implements a unique mechenism. The implementation of this mechanism is easier than that of COM interface. However, it borrows the concept of interface from COM mechanism.Three main modules of the rendering system are designed and implemented. They are math model supporting module, texture management module and rendering primitive management module. The math supporting module mainly consists of the implementation of math model that are used in rendering and collision detection. The major function of the texture management module is to efficiently manage resources that are used by the rendering system, such as textures and materials, avoiding redundancies. The fundamental function of the rendering primitive management module is to enable the rendering system to render primitives efficiently and thus to enhance system performance. Some parts of the math model supporting module of the rendering system discussed in this part are implemented using SSE instructions that belong to single-instruction-multiple-data scheme. SSE instructions are more efficient than instructions that belong to single-instruction-single-data scheme. Vertex Cache management class of the rendering system discussed in this part optimizes rendering of dynamic user data. The optimization is primarily based on texture sorting.Test program for the rendering system of the game engine is devised and implemented. The main purpose of the program are testing functionality implemented using SSE instructions in math model supporting module and work done by vertex cache management module to render dynamic user data.
Keywords/Search Tags:Rendering System, Redundancies of Resources, Single-Instruction-Multiple-Data, Vertex Cache, Sorting Based on Textures
PDF Full Text Request
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