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A practical implementation of a 3D game engine

机译:一种3D游戏引擎的实际实现

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Creating a 3D game engine is not a trivial task as gamers often demand for high quality output with top notch performance in games. In this paper, we show how various real-time rendering algorithms can be applied to implement a practical 3D game engine. We explore the general architecture of a 3D engine and discuss the role of a scene graph in a 3D engine. We look at scene graph from the software engineering perspective. In particular, we show the way to design a scene graph that is object-oriented and portable across different rendering engine. Then, we explain the algorithms that we apply to speed up the performance of our 3D engine. We optimize the 3D engine on the scene graph and object geometry levels. The algorithms that we propose are expected to perform reasonably well for both static and dynamic scenes. Finally, we give a brief preview on the possibility of parallel processing in scene graph to create a 3D engine with multiprocessing capability.
机译:创建3D游戏引擎不是一个琐碎的任务,因为游戏玩家通常需要高质量的输出,在游戏中具有顶级凹口表现。在本文中,我们示出了如何应用各种实时渲染算法来实现实用的3D游戏引擎。我们探索3D引擎的一般架构,并讨论场景图在3D引擎中的作用。我们从软件工程角度看看场景图。特别是,我们展示了设计面向对象和便携式的场景图的方法。然后,我们解释了我们应用的算法,以加快我们的3D引擎的性能。我们在场景图和对象几何级别上优化3D引擎。我们提出的算法预计将适当地对静态和动态场景进行合理的。最后,我们在场景图中并行处理的可能性进行了简要预览,以创建具有多处理能力的3D引擎。

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