BibTex RIS Kaynak Göster

FAST CROWD RENDERING IN COMPUTER GAMES

Yıl 2010, Cilt: 11 Sayı: 1, 23 - 33, 01.10.2010

Öz

Computer games, with the speed advancements of graphical processors, are coming closer to the quality of cinema industry. Contrary to offline rendering of the scenes in a motion picture, computer games should be able to render at 30 frames per second. Therefore, CPU and memory performance are sought by using various techniques. This paper is about using instancing feature of contemporary graphical processors along with level of detail techniques which has been in use for a very long time. Using instancing, 15,000 instances were successfully rendered at 30 frames per second using a very low %10 CPU usage. The application can render 40,000 instances at 13 frames per second.

Kaynakça

  • Aubel, A., Boulic, R. and Thalmann, D. Animated impostors for real-time display of numerous virtual humans. Proceedings of the First International Conference on Virtual Worlds. Springer-Verlag, pp. 14- 28. 1998.
  • Clark, J.H. (1976). Hierarchical geometric models for visible surface algorithms. Commun. ACM. 19(10). 547-554.
  • Dobbyn, S., Hamill, J., O'Connor, K. ve O'Sullivan, C. (2005). Geopostors: a realtime geometry / impostor crowd rendering system. Symposium on Interactive 3D Graphics. Proceedings of the 2005 symposium on Interactive 3D graphics and games, 95-102.
  • Dudash, B. (2004). Mesh instancing. Technical Report, NVIDIA Corporation.
  • Kavan, L., Dobbyn, S., Collins, S., Zara, J. ve O'Sullivan, C. (2008). Polypostors: 2D Polygonal Impostors for 3D Crowds. Symposium on Interactive 3D Graphics. Proceedings of the 2008 symposium on Interactive 3D graphics and games, 149- 155.
  • Luebke, D., Reddy, M., Cohen, J., Varshney, A., Watson, B. ve Huebner, R. (2003). Level of detail for 3D graphics. San Francisco: Morgan Kaufmann Publishers.
  • Paul, E.B. (2006). Manhattan distance. Dictionary of Algorithms and Data Structures. U.S. National Institute of Standards and Technology.
  • Scott, P. (2004). Shader model 3.0, best practices. Technical Report, NVIDIA Corporation.
  • Tecchia, F., Loscos, C., Chrysanthou, Y. ImageBased Crowd Rendering. IEEE Computer Graphics and Applications. 22(2) 36-43.

Uygulamalı Bilimler ve Mühendislik

Yıl 2010, Cilt: 11 Sayı: 1, 23 - 33, 01.10.2010

Öz

Bilgisayar oyunları, özellikle grafik işlemcilerin de hızlanması ile, görsel olarak sinema endüstrisinin kalitesine yetişmeye başlamıştır. Sinemadaki çevrim dışı hazırlanan sahnelere nazaran, bilgisayar oyunlarında bu işlem akıcı bir şekilde saniyede en az 30 kere yapılmalıdır. Bu yüzden, kalabalık gerektiren sahnelerde çeşitli yöntemlerle işlemci ve bellekten başarım alınmaya çalışılır. Bu makale, güncel grafik işlemcilerin donanımsal bir özelliği olan örnekleme tekniği ile, grafik işlemlerinde eskiden beri kullanılan ayrıntı düzeyi yöntemlerinin birleştirilmesi hakkındadır. Örnekleme tekniği sayesinde, 15,000 karakter, %10 gibi düşük işlemci kullanımının yanında, saniyede 30 kare hızla ekrana çizdirilmiştir. Uygulama, 40,000 karakteri saniyede 13 karede basabilmektedir

Kaynakça

  • Aubel, A., Boulic, R. and Thalmann, D. Animated impostors for real-time display of numerous virtual humans. Proceedings of the First International Conference on Virtual Worlds. Springer-Verlag, pp. 14- 28. 1998.
  • Clark, J.H. (1976). Hierarchical geometric models for visible surface algorithms. Commun. ACM. 19(10). 547-554.
  • Dobbyn, S., Hamill, J., O'Connor, K. ve O'Sullivan, C. (2005). Geopostors: a realtime geometry / impostor crowd rendering system. Symposium on Interactive 3D Graphics. Proceedings of the 2005 symposium on Interactive 3D graphics and games, 95-102.
  • Dudash, B. (2004). Mesh instancing. Technical Report, NVIDIA Corporation.
  • Kavan, L., Dobbyn, S., Collins, S., Zara, J. ve O'Sullivan, C. (2008). Polypostors: 2D Polygonal Impostors for 3D Crowds. Symposium on Interactive 3D Graphics. Proceedings of the 2008 symposium on Interactive 3D graphics and games, 149- 155.
  • Luebke, D., Reddy, M., Cohen, J., Varshney, A., Watson, B. ve Huebner, R. (2003). Level of detail for 3D graphics. San Francisco: Morgan Kaufmann Publishers.
  • Paul, E.B. (2006). Manhattan distance. Dictionary of Algorithms and Data Structures. U.S. National Institute of Standards and Technology.
  • Scott, P. (2004). Shader model 3.0, best practices. Technical Report, NVIDIA Corporation.
  • Tecchia, F., Loscos, C., Chrysanthou, Y. ImageBased Crowd Rendering. IEEE Computer Graphics and Applications. 22(2) 36-43.
Toplam 9 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Bölüm Araştırma Makalesi
Yazarlar

Kaya Oğuz

Yayımlanma Tarihi 1 Ekim 2010
Yayımlandığı Sayı Yıl 2010 Cilt: 11 Sayı: 1

Kaynak Göster

APA Oğuz, K. (2010). FAST CROWD RENDERING IN COMPUTER GAMES. Anadolu University Journal of Science and Technology A - Applied Sciences and Engineering, 11(1), 23-33.
AMA Oğuz K. FAST CROWD RENDERING IN COMPUTER GAMES. AUBTD-A. Eylül 2010;11(1):23-33.
Chicago Oğuz, Kaya. “FAST CROWD RENDERING IN COMPUTER GAMES”. Anadolu University Journal of Science and Technology A - Applied Sciences and Engineering 11, sy. 1 (Eylül 2010): 23-33.
EndNote Oğuz K (01 Eylül 2010) FAST CROWD RENDERING IN COMPUTER GAMES. Anadolu University Journal of Science and Technology A - Applied Sciences and Engineering 11 1 23–33.
IEEE K. Oğuz, “FAST CROWD RENDERING IN COMPUTER GAMES”, AUBTD-A, c. 11, sy. 1, ss. 23–33, 2010.
ISNAD Oğuz, Kaya. “FAST CROWD RENDERING IN COMPUTER GAMES”. Anadolu University Journal of Science and Technology A - Applied Sciences and Engineering 11/1 (Eylül 2010), 23-33.
JAMA Oğuz K. FAST CROWD RENDERING IN COMPUTER GAMES. AUBTD-A. 2010;11:23–33.
MLA Oğuz, Kaya. “FAST CROWD RENDERING IN COMPUTER GAMES”. Anadolu University Journal of Science and Technology A - Applied Sciences and Engineering, c. 11, sy. 1, 2010, ss. 23-33.
Vancouver Oğuz K. FAST CROWD RENDERING IN COMPUTER GAMES. AUBTD-A. 2010;11(1):23-3.