Font Size: a A A

Effects In The Game Engine Technology Research, Real-time Rendering

Posted on:2009-10-07Degree:MasterType:Thesis
Country:ChinaCandidate:L X HuangFull Text:PDF
GTID:2208360245461123Subject:Computer software and theory
Abstract/Summary:PDF Full Text Request
With the development of digital entertainment industry in China, China's online games have also maintained a strong momentum of growth. The rise of online games is an ievitable link of the evelopment of digital entertainment. So, in recent years, 3D game engine technology becomes a hot issue in computer graphics. The main features of both 3D game and virtual reality are multi-sensory, immersion, and realistic. With the development of computer hardware, the realistic of game becomes an important criterion of game performance.The 863 projects "Massive Multiplayer Online Game development platform" and "Digital Media Creative Integration Environment", developed by Digital Media Institute of UESTC, are examples of trying to research on digital media technique and game engine technique. With the projects metioned above, this dissertation do research on the realistic effect in game engine such as: high dynamic range, depth of field, and moiton blur. This dissertation focuses on the study in following aspects.First, high dynamic range. This dissertation starts with illumination model, and implement an extention of Phong model, and discusses High Dynamic Range, which is a hot research field. Furhermor, the dizzertation introduces the rendering techniques and implementation flow of High Dynamic Range. We realize the high dynamic range lighting system on GPU as a plugin of our game engine, and enhance the virtual effect of scene.Second, depth of field, which is an important characteristics of human visual system. Research on the imaging mechanism of lighting effect, this dissertation proposes an efficient and real time algorithm for the simulation of camera imaging in the three-dimensional scene based on both ideal and real camera models. The algorithm takes extensive use of the Multiple Render Targets(MRT) Technology and Graphics Processing Unit(GPU) for programmable performance. We output the image of the three-dimensional scene and store as a texture, and also output each pixel's depth and blurriness information and also store as texture. At last, we filter the image, calculate the size of Circle of Confusion(CoC) for each pixel by the blurriness, and use Circle of Confusion(CoC) to blend between the original(clear) image and blurred image.Third, motion blur, which is one of the realistic representation of virtual enviroment. This dissertation continues do research on the imaging mechanism of lighting effect, simulates the blur effect of motion object shoted by the real camera. In order to improve efficiency, we transfer the calculation from CPU to GPU.At last, we combine the simulation of high dynamic range lighting, depth of field, and motion blur together.
Keywords/Search Tags:GPU, High Dynamic Range, Depth of Field, Motion Blur
PDF Full Text Request
Related items