Information

  • Publication Type: Master Thesis
  • Workgroup(s)/Project(s):
  • Date: June 2008
  • Diploma Examination: 10. June 2008
  • First Supervisor: Michael WimmerORCID iD

Abstract

Scientifc research often necessitates the usage of middleware for proof-of-concept implementations. In computer graphics, rendering engines are a type of middleware used for such a purpose. For real-time rendering, however, rendering engines often do not provide all functionality that is required, as in real-time, a certain degree of user interactivity aside from graphics is necessary, or can be the center of research. Furthermore, some modern research also explores interactivity with non-visual perceptual channels such as audio. Full game engines provide that functionality, however most state-of- the-art game engines are only available through expensive or exclusive licenses, or are completely unavailable for scientifc research.

This thesis presents the design, implementation and adaptation process of a state-of-the-art game engine that was tailored specifcally for research purposes. This game engine includes all the necessary components to build real-time-interactive computer graphics applications and has been used in several research projects such as the EU GameTools Project and the EU Crossmod Project.

Additional Files and Images

Additional images and videos

Additional files

Weblinks

No further information available.

BibTeX

@mastersthesis{CHIU-2008-PEN,
  title =      "Penta G - A Game Engine for Real-Time Rendering Research",
  author =     "Dey-Fuch Chiu",
  year =       "2008",
  abstract =   "Scientifc research often necessitates the usage of
               middleware for proof-of-concept implementations. In computer
               graphics, rendering engines are a type of middleware used
               for such a purpose. For real-time rendering, however,
               rendering engines often do not provide all functionality
               that is required, as in real-time, a certain degree of user
               interactivity aside from graphics is necessary, or can be
               the center of research. Furthermore, some modern research
               also explores interactivity with non-visual perceptual
               channels such as audio. Full game engines provide that
               functionality, however most state-of- the-art game engines
               are only available through expensive or exclusive licenses,
               or are completely unavailable for scientifc research.  This
               thesis presents the design, implementation and adaptation
               process of a state-of-the-art game engine that was tailored
               specifcally for research purposes. This game engine includes
               all the necessary components to build real-time-interactive
               computer graphics applications and has been used in several
               research projects such as the EU GameTools Project and the
               EU Crossmod Project. ",
  month =      jun,
  address =    "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria",
  school =     "Institute of Computer Graphics and Algorithms, Vienna
               University of Technology ",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2008/CHIU-2008-PEN/",
}