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For Real Time Game Engines More Projection Display System Design And Optimization

Posted on:2013-03-09Degree:MasterType:Thesis
Country:ChinaCandidate:D D ZhuFull Text:PDF
GTID:2248330395450378Subject:Computer software and theory
Abstract/Summary:PDF Full Text Request
In recent years, with the rapid development and explosion of digital media technology and information content, people have higher and higher demand for display technique in fields like large-scale scientific visualization, military simulation, virtual reality, engineering design, exhibition and demonstration, digital cinema. People expect large-scale display device, high-resolution display quality and wide view scope with intensive immersion. Currently, as an important component of entertainment and art industry, immersive display has a promising future for new earning growths in the industry.Immersive display system includes multiple types of display surface, including CAVE, cylinder and sphere. Generally, they utilize one or more projectors as display devices for casting even, seamless, large-scale, high-resolution and wide field-of-view immersive content on non-planar screens. At present, immersive display technique has not yet been widely applied on account of cost, complexity of both software and equipment, lack of standard and site size etc. Most current immersive display systems are used in fields like scientific calculation, military simulation, exhibition and demonstration. They are not utterly designed for game engines to generate real-time high-resolution frames for immersive display. Furthermore, their software design has high dependency for a certain type of display surface, which has negative influence for system flexibility. In addition, current systems do not have support or comparisons for different frame-generating methods of a certain display surface.This thesis presents concrete solutions for the above-mentioned existing problems in current immersive display applications, such as research into different frame-generation methods for different display surface, segregation of the frame-generation process, rational design of application program interface, which aim to improve the frame quality and system efficiency. The system implementation for the thesis supports multiple types of display surface and proposes a frame-generating method based on ray-casting for even, seamless, large-scale, high-resolution and wide field-of-view immersive content, utilizing an existing game engine. Compared with current immersive display systems, the system for this thesis has the following major advantages:·Supports three types of display surface, i.e. CAVE, cylinder and sphere;·Supports multi-viewpoint stereoscopic frame generation for cylindrical and spherical display surfaces;·Provides parameterized display-surface configurations for multi-projector display;·Supports alterable observer view point, generating frames for any observer position and viewing pose relative to display surface.The application and experimental results for a sample three-dimension interactive virtual scene show that the system is able to realize the generation of high-resolution immersive frames with different algorithms under mainstream computing and rendering hardware. The system could produce immersive experiences of high quality with satisfactory real-time performance under most application situations.
Keywords/Search Tags:game engine, immersive display, display surface, ray-casting
PDF Full Text Request
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