
Penta G - A Game Engine for Real-Time Rendering Research
Dey-Fuch ChiuPenta G - A Game Engine for Real-Time Rendering Research
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Content:
Information
- Publication Type: Master Thesis
- Diploma Examination: 10.6.2008
- Month: June
- First Supervisor: Michael Wimmer
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/",
}