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Big Scene 3D Game Engine Technology And Implementation

Posted on:2012-09-10Degree:MasterType:Thesis
Country:ChinaCandidate:Y F HuangFull Text:PDF
GTID:2218330368979456Subject:Computer software and theory
Abstract/Summary:PDF Full Text Request
After many years of development and accumulation,3D game engine has developed into a very mature framework for developing 3D gaming system. It has many interrelated but relatively independent subsystems coupled together in complex systems. In today's game industry, most games are developed based on engine technology, and among 3D game engine, the most important part is the graphics engine. To develop a high-tech 3D game, the graphics engine optimization and development is focus and also difficult. Its research and implement are also the core technology to establish a big scene.In this thesis, we first have introduced 3D engine technology development, research situation and engine architecture at home and abroad. Based on this, we have further explained the most important concept in game development:the geometry pipeline technology, In the game world a variety of coordinates are transformed and finally converted into graphic pixels which are output to the screen, it will generate a variety of interesting the game shot.Then we have introduced the two big scene rendering technologies which can establish two different scenarios. One is the indoor scene rendering technology, and the other is a large-scale outdoor scenes real-time rendering technology, including quad tree terrain rendering technology and realistic scene rendering technology.In the indoor scenes rendering, we present an effective management mechanism. Based on this, an initial indoor scene is constructed by establishing BSP tree data structure and using BSP algorithm module, and we found that the BSP algorithm is helpful for optimization of system performance. Besides, we study some collision detection technology about house, and the shadow technology of indoor objects.In real-time rendering of the large-scale outdoor scenes, a quad tree-based terrain simplification algorithm is used to solve the bottleneck problem that a large number of topographic terrain triangular grid generated in the process of terrain generating will seriously affect the computing performance. In this thesis, this large-scale terrain rendering mechanism based on terrain quad tree segmentation mechanism has played a very important role in scene management. By researching quad tree segmentation algorithm, we present an improved algorithm. This algorithm first generated a large terrain mesh, which is used to record the topographical properties of triangular grid of nodes, including node position, the height of the corresponding node, node index and so on, the height is got through from a high degree of elevation map, and a high degree of map is obtained in advance, it can help speed up. Using this information, we subdivide the entire terrain model with top-down recursive method, and set a minimum separable scale. If it's larger than this minimum scale, then subdivide. Finally, it establishes a progressive mesh representation method to get dynamic terrain simplification. In real-time realistic scene rendering, using the texture mapping and image rendering technology for terrain modeling visualization, to achieve multi-resolution representation with the texture and real-time continuous drawing. And study real effects of various scenarios, such as:skybox, the dynamic of the water rendering, randomly generated plant based on BSP, collision detection of objects in the scenes and animation skeleton model, greatly increasing the authenticity of the scene.This thesis is based on 3D engine technology combined with a variety of algorithms. Some are improved algorithm, design and implementation of the large indoor and outdoor scene rendering, effective management of large scenes. In the last part of the thesis, we summarized the work, and proposed further research and improvement ideas.
Keywords/Search Tags:3d game engine, BSP algorithm, quad tree for terrain generation, effects, scene render technology of realization
PDF Full Text Request
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