DocumentCode
2017123
Title
Increasing Performance of 3D Games using Precalculation
Author
Al Mazed, Abdullah ; Asif, M.H. ; Ahmed, Emdad
Author_Institution
Dept. of Comput. Sci. & Eng., North South Univ., Dhaka
fYear
2005
fDate
24-25 Dec. 2005
Firstpage
1
Lastpage
6
Abstract
Computer games specially 3D games involve massive calculation before each rendering. Before each frame is rendered, lots of things like scene-graph, lighting and shadows, current frame for dynamic animation, artificial intelligence for game-characters and a lot more things need to be calculated. To achieve smoothness in game playing, the frame-rate should be as high as possible; and one way to increase FPS (frames per second), is to minimize the number of calculations. Here, in this paper, we have shown how we can reduce computation time using precalculation technique. We have compared the frame-rate of two rendered scenes, one that does all calculations on the fly; another uses precalculated data-structures, algorithms, lighting maps etc. We have found that the overall performance of the second approach is better
Keywords
computer animation; computer games; rendering (computer graphics); solid modelling; tree data structures; 3D games; artificial intelligence; computer games; dynamic animation; frames per second; game-characters; lighting maps; precalculated algorithms; precalculated data-structures; precalculation technique; scene rendering; Animation; Computer science; Engines; Layout; Performance analysis; Performance evaluation; Rendering (computer graphics); Roads; Shape; Testing; 3D Games; 3D Graphics; BSP tree; Efficient Game Engine; FPS; Lightmap;
fLanguage
English
Publisher
ieee
Conference_Titel
9th International Multitopic Conference, IEEE INMIC 2005
Conference_Location
Karachi
Print_ISBN
0-7803-9429-1
Electronic_ISBN
0-7803-9430-5
Type
conf
DOI
10.1109/INMIC.2005.334441
Filename
4133456
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