Penta G - A Game Engine for Real-Time Rendering Research

Dey-Fuch Chiu
Penta G - A Game Engine for Real-Time Rendering Research
[ thesis]
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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.

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@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. ",
  address =    "Favoritenstrasse 9-11/186, A-1040 Vienna, Austria",
  school =     "Institute of Computer Graphics and Algorithms, Vienna
               University of Technology",
  month =      jun,
  URL =        "http://www.cg.tuwien.ac.at/research/publications/2008/CHIU-2008-PEN/",
}