Information
- Publication Type: Master Thesis
- Workgroup(s)/Project(s):
- Date: 2010
- Date (Start): 1. September 2007
- First Supervisor: Michael Wimmer
- Keywords: Cross-Platform, Real-Time Rendering, Visibility
Abstract
With hardware capabilities and customer expectations rising every new game
console generation, ecient visibility algorithms become a more and more
crucial part of every modern rendering engine. Although GPUs built into the
consoles become better each generation, game developers are always striving
to get more performance and better quality out of a game console. Therefore
it is a must to employ powerful visibility algorithms which allow the developers
to render more complex scenes while maintaining smooth framerates.
This thesis explores whether current state-of-the-art visibility algorithms
can be used on game consoles, and describes the layers of abstraction needed
in developing a multi-platform rendering engine.
Therefore, the rst part of the thesis focuses on the design and implementation
of a rendering engine for major current-gen platforms, such as
Microsoft Windows, the Microsoft XBox360, Sony's PlayStation 3 and the
Nintendo Wii, dealing with the vastly dierent platform architectures. Furthermore,
solutions to engine design problems related to both hardware capabilities
as well as software engineering practices are explored. Concluding
the rst part, prerequisites and building blocks for implementing visibility
algorithms are developed.
The second part of the thesis concentrates on developing and integrating
visibility algorithms into the aforementioned engine, building upon the
components introduced in the rst part. The used visibility algorithms are
enhanced and tailored to specic hardware needs and capabilities, getting
the most performance out of game consoles. Finally, results and possible improvements
and future enhancements for current state-of-the-art algorithms
conclude this thesis.
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BibTeX
@mastersthesis{REINALTER_2010_VIS,
title = "Visibility in a real-world cross-platform game engine",
author = "Stefan Reinalter",
year = "2010",
abstract = "With hardware capabilities and customer expectations rising
every new game console generation, ecient visibility
algorithms become a more and more crucial part of every
modern rendering engine. Although GPUs built into the
consoles become better each generation, game developers are
always striving to get more performance and better quality
out of a game console. Therefore it is a must to employ
powerful visibility algorithms which allow the developers to
render more complex scenes while maintaining smooth
framerates. This thesis explores whether current
state-of-the-art visibility algorithms can be used on game
consoles, and describes the layers of abstraction needed in
developing a multi-platform rendering engine. Therefore, the
rst part of the thesis focuses on the design and
implementation of a rendering engine for major current-gen
platforms, such as Microsoft Windows, the Microsoft XBox360,
Sony's PlayStation 3 and the Nintendo Wii, dealing with the
vastly dierent platform architectures. Furthermore,
solutions to engine design problems related to both hardware
capabilities as well as software engineering practices are
explored. Concluding the rst part, prerequisites and
building blocks for implementing visibility algorithms are
developed. The second part of the thesis concentrates on
developing and integrating visibility algorithms into the
aforementioned engine, building upon the components
introduced in the rst part. The used visibility algorithms
are enhanced and tailored to specic hardware needs and
capabilities, getting the most performance out of game
consoles. Finally, results and possible improvements and
future enhancements for current state-of-the-art algorithms
conclude this thesis.",
address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria",
school = "Institute of Computer Graphics and Algorithms, Vienna
University of Technology ",
keywords = "Cross-Platform, Real-Time Rendering, Visibility",
URL = "https://www.cg.tuwien.ac.at/research/publications/2010/REINALTER_2010_VIS/",
}