DocumentCode
2227080
Title
A practical implementation of a 3D game engine
Author
Cheah, Thomas C S ; Ng, Kok-Why
Author_Institution
Fac. of Inf. Technol., Multimedia Univ., Selangor, Malaysia
fYear
2005
fDate
26-29 July 2005
Firstpage
351
Lastpage
358
Abstract
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.
Keywords
computational geometry; computer games; optimisation; parallel processing; rendering (computer graphics); software engineering; 3D game engine optimization; multiprocessing capability; object geometry; object-oriented scene graph; parallel processing; real-time rendering algorithm; software engineering;
fLanguage
English
Publisher
ieee
Conference_Titel
Computer Graphics, Imaging and Vision: New Trends, 2005. International Conference on
Print_ISBN
0-7695-2392-7
Type
conf
DOI
10.1109/CGIV.2005.9
Filename
1521087
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