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Design And Implement Of A DirectX 11 And OpenGL Based Real-time Rendering Engine

Posted on:2016-09-19Degree:MasterType:Thesis
Country:ChinaCandidate:M K RuanFull Text:PDF
GTID:2308330470467733Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
Photorealistic image quality has always been the ultimate goal of real-time rendering. In recent years, foreign Next-Gen games already reached a very realistic image effect, while the image effect of domestic games is still mediocre. It is difficult to meet the growing needs of the player’s high-quality gaming. Although there are many excellent foreign game engines, most of these game engines is developed for console games, not suitable for the development of domestic online games. This leads to each big game companies develop their own game engine. As a core part of the game engine, real-time rendering determines the image quality of a game. Domestic self-developed game engine works well on network services, logic scripts, etc. with the exception of high-quality real-time rendering, has been weakness.This paper aims to design a high-quality real-time rendering engine, which can take full advantage of the advanced features of modern graphics processors. In addition, we integrates the most advanced real-time rendering algorithms on this framework. These advanced rendering algorithms that domestic game engine needs most can greatly improve the image quality of the game.The main contributions of the thesis are listed as follows.1) Design a rendering engine which can be used both on DirectX 11 and OpenGL, takes full advantage of all the features of a modern GPU. Also Design a flexible material effect script.2) Complete the texture space sub-surface scattering algorithm which improves the effect of game characters facial skin.3) Propose a framework for the rendering of water and fluid. It can be use to render waterfall, splash etc.4) Propose a tile based rendering framework for large number of dynamic lights.5) Integration of the cutting-edge rendering algorithm on shadow, ambient occlusion and global illumination.
Keywords/Search Tags:Real-Time Rendering, Sub-surface Scattering, Deferred Shading, Global Illumination
PDF Full Text Request
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