Yıl 2010, Cilt 11 , Sayı 1, Sayfalar 23 - 33 2010-10-01

FAST CROWD RENDERING IN COMPUTER GAMES
Uygulamalı Bilimler ve Mühendislik

Kaya OĞUZ [1]


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.
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
Kalabalık çizimi, Grafik gölgelendiriciler, Ayrıntı düzeyi, Örnekleme
  • 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.
Birincil Dil en
Bölüm Araştırma Makalesi
Yazarlar

Yazar: Kaya OĞUZ

Tarihler

Yayımlanma Tarihi : 1 Ekim 2010

Bibtex @ { aubtda42099, journal = {Anadolu University Journal of Science and Technology A - Applied Sciences and Engineering}, issn = {1302-3160}, eissn = {2146-0205}, address = {}, publisher = {Eskişehir Teknik Üniversitesi}, year = {2010}, volume = {11}, pages = {23 - 33}, doi = {}, title = {FAST CROWD RENDERING IN COMPUTER GAMES}, key = {cite}, author = {Oğuz, Kaya} }
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 . Retrieved from https://dergipark.org.tr/tr/pub/aubtda/issue/3031/42099
MLA Oğuz, K . "FAST CROWD RENDERING IN COMPUTER GAMES" . Anadolu University Journal of Science and Technology A - Applied Sciences and Engineering 11 (2010 ): 23-33 <https://dergipark.org.tr/tr/pub/aubtda/issue/3031/42099>
Chicago Oğuz, K . "FAST CROWD RENDERING IN COMPUTER GAMES". Anadolu University Journal of Science and Technology A - Applied Sciences and Engineering 11 (2010 ): 23-33
RIS TY - JOUR T1 - FAST CROWD RENDERING IN COMPUTER GAMES AU - Kaya Oğuz Y1 - 2010 PY - 2010 N1 - DO - T2 - Anadolu University Journal of Science and Technology A - Applied Sciences and Engineering JF - Journal JO - JOR SP - 23 EP - 33 VL - 11 IS - 1 SN - 1302-3160-2146-0205 M3 - UR - Y2 - 2021 ER -
EndNote %0 Anadolu Üniversitesi Bilim Ve Teknoloji Dergisi A - Uygulamalı Bilimler ve Mühendislik FAST CROWD RENDERING IN COMPUTER GAMES %A Kaya Oğuz %T FAST CROWD RENDERING IN COMPUTER GAMES %D 2010 %J Anadolu University Journal of Science and Technology A - Applied Sciences and Engineering %P 1302-3160-2146-0205 %V 11 %N 1 %R %U
ISNAD Oğuz, Kaya . "FAST CROWD RENDERING IN COMPUTER GAMES". Anadolu University Journal of Science and Technology A - Applied Sciences and Engineering 11 / 1 (Ekim 2010): 23-33 .
AMA Oğuz K . FAST CROWD RENDERING IN COMPUTER GAMES. AUBTD-A. 2010; 11(1): 23-33.
Vancouver Oğuz K . FAST CROWD RENDERING IN COMPUTER GAMES. Anadolu University Journal of Science and Technology A - Applied Sciences and Engineering. 2010; 11(1): 23-33.
IEEE K. Oğuz , "FAST CROWD RENDERING IN COMPUTER GAMES", Anadolu University Journal of Science and Technology A - Applied Sciences and Engineering, c. 11, sayı. 1, ss. 23-33, Eki. 2010