Information

  • Publication Type: Master Thesis
  • Workgroup(s)/Project(s):
  • Date: August 2007
  • First Supervisor: Michael WimmerORCID iD
  • Keywords: game engines, real-time rendering, shader programming

Abstract

The development of real-time rendering applications has become one of the most difficult software engineering areas due to the number and complexity of the needed techniques and algorithms involved. These software projects have in common that they need to structure the data in the main memory, process it and send it to the graphics device for rendering in an efficient way. These recurring and complex algorithms are provided by so called rendering engines to allow faster development of real-time rendering applications.

This thesis describes the concepts and design decisions which form the basis for the development of the rendering engine presented in this document. Detailed information is provided on the interface to the graphics device, a novel effect framework and the implemented graph structures allowing efficient data traversal.

Additional Files and Images

Weblinks

No further information available.

BibTeX

@mastersthesis{bauchinger-2007-mre,
  title =      "Designing a Modern Rendering Engine",
  author =     "Matthias Bauchinger",
  year =       "2007",
  abstract =   "The development of real-time rendering applications has
               become one of the most difficult software engineering areas
               due to the number and complexity of the needed techniques
               and algorithms involved. These software projects have in
               common that they need to structure the data in the main
               memory, process it and send it to the graphics device for
               rendering in an efficient way. These recurring and complex
               algorithms are provided by so called rendering engines to
               allow faster development of real-time rendering
               applications.  This thesis describes the concepts and design
               decisions which form the basis for the development of the
               rendering engine presented in this document. Detailed
               information is provided on the interface to the graphics
               device, a novel effect framework and the implemented graph
               structures allowing efficient data traversal.",
  month =      aug,
  address =    "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria",
  school =     "Institute of Computer Graphics and Algorithms, Vienna
               University of Technology ",
  keywords =   "game engines, real-time rendering, shader programming",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2007/bauchinger-2007-mre/",
}