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Special Effects Editor, And Related Technology Research And Applications

Posted on:2011-10-11Degree:MasterType:Thesis
Country:ChinaCandidate:Y L ZhaoFull Text:PDF
GTID:2208360308466618Subject:Software engineering
Abstract/Summary:PDF Full Text Request
With the development of online game industry in China, the market of online games has been expanding. This phenomenon makes the game engine which is the core of the online game becomes the host issue of the field of the computer graphics. Online games are a kind of virtual reality simulation system; they all have the strong ability to create a computer system with immersive, realistic scenes. With the continuous development of computer hardware and software, especially the graphics processor unit (GPU), the realistic of scene which base on the graphics engine has become an important criterion to measure the features ant performance of the graphics engine.The dissertation is deeply study in three-dimensional graphics engine and graphics editor tools base on the graphic engine. The main contents of this dissertation include: do research on the key issues of post-process effects which base on the three-dimensional graphic engine; do research and implementation the post-process effect editor which base on the post-process editor. These include two post-process effects: depth of field, motion blur, and then develop the plug in the engine. This dissertation focuses on the study in following three aspects:First, the dissertation begins with the principle of lens, after that, the algorithms are studied about depth of field home and abroad. On this basis, a real-time "auto-zoom" algorithm of depth of field is proposed when render the virtual scene on the computer. The algorithm takes use of MRT (Multiple Render Targets) technology and the programmable performance of GPU (Graphics Processing Unit). A clear image, a gray image, and a blur image are used to achieve the real-time depth of field simulation by integrating them.Second, based on the studying of lens's imaging mechanism, and studying the algorithm of motion blur home and abroad, the algorithm of motion blur is implemented through speed cache. In the algorithm, the rear two images are processed on GPU, and then the speed and direction of the moving object are calculated. Finally, the colors of the rear two images are interpolated to simulate a real motion blur effect. Through the algorithm, the simulation performance is improved.Third, after the effects of depth of field and motion blur are simulated, two plugs are developed base on these two effects, and then the post-processing effect editor is designed and finished. Post-processing effect editor is a relatively independent editor tool to edit the post-processing effect visually. Its scalability is good. In the Post-Processing effect editor, the post-processing effects and the property could be set convenient. The result is stored as a post-processing effect file which could be used in the scene editor.Finally, the algorithms and ideas are summarized and suggestions are put forward for improvement and further prospects.
Keywords/Search Tags:GPU, depth of field, motion blur, post-processing effect, post-processing effect editor
PDF Full Text Request
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