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International Conference on Computer Graphics, Imaging and Visualization (CGIV'05)
A Practical Implementation of a 3-D Game Engine
Beijing, China
July 26-July 29
ISBN: 0-7695-2392-7
| ASCII Text | x | ||
| Thomas C. S. Cheah, Kok-Why Ng, "A Practical Implementation of a 3-D Game Engine," 2012 Ninth International Conference on Computer Graphics, Imaging and Visualization, pp. 351-358, International Conference on Computer Graphics, Imaging and Visualization (CGIV'05), 2005. | |||
| BibTex | x | ||
| @article{ 10.1109/CGIV.2005.9, author = {Thomas C. S. Cheah and Kok-Why Ng}, title = {A Practical Implementation of a 3-D Game Engine}, journal ={2012 Ninth International Conference on Computer Graphics, Imaging and Visualization}, volume = {0}, year = {2005}, isbn = {0-7695-2392-7}, pages = {351-358}, doi = {http://doi.ieeecomputersociety.org/10.1109/CGIV.2005.9}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, } | |||
| RefWorks Procite/RefMan/Endnote | x | ||
| TY - CONF JO - 2012 Ninth International Conference on Computer Graphics, Imaging and Visualization TI - A Practical Implementation of a 3-D Game Engine SN - 0-7695-2392-7 SP351 EP358 A1 - Thomas C. S. Cheah, A1 - Kok-Why Ng, PY - 2005 KW - null VL - 0 JA - 2012 Ninth International Conference on Computer Graphics, Imaging and Visualization ER - | |||
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/CGIV.2005.9
Creating a 3-D 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 you how various real-time rendering algorithms can be applied to implement a practical 3-D game engine. We explore the general architecture of a 3-D engine and discuss the role of a scene graph in a 3-D engine. We will look at scene graph from the software engineering perspective. In particular, we show you 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 3-D engine. We optimize the 3-D 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 you a brief preview on the possibility of parallel processing in scene graph to create a 3-D engine with multiprocessing capability.
Citation:
Thomas C. S. Cheah, Kok-Why Ng, "A Practical Implementation of a 3-D Game Engine," cgiv, pp.351-358, International Conference on Computer Graphics, Imaging and Visualization (CGIV'05), 2005
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