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Grafi scene v igrah
ID JUSUFOVIĆ, DEJAN (Author), ID Peer, Peter (Mentor) More about this mentor... This link opens in a new window

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PID: 20.500.12556/rul/b4c93c62-1c31-4df3-9d6a-0c9d2116b8ce

Abstract
Področje grafične tehnologije je bilo vedno omejeno s performančnostjo upodabljanja navideznih svetov. Toda performančnost ni odvisna samo od zmogljivosti strojne opreme, ampak tudi od načina specificiranja objektov, ki niso vidni. Najbolj preprosta rešitev tega problema vključuje ugotavljanje vidnosti za vsak objekt posebej, kar pri obsežnih navideznih svetovih predstavlja veliko časovno zahtevnost. Za premostitev navedenih problemov so bili razviti novi postopki, ki jih imenujemo grafi scene. Najbolj pomembna lastnost te skupine algoritmov je razdeljevanje navideznega prostora v zaključene celote z jasnim obsegom. Na takšen način se vprašanje vidnosti objektov poenostavi na vprašanje vidnosti področij, kar je lahko veliko bolj učinkovito. Cilj diplomskega dela je primerjava učinkovitosti grafov scen v različnih tipih svetov, ki se pojavljajo v modernih igrah. Pokazali smo, da vsak od uporabljenih grafov scen zelo poveča performančnost na vsaki obliki sveta, vendar obstajajo med grafi precejšne razlike. Ugotovili smo, da je najbolj pomemben faktor pri hitrosti grafov scen predvsem položaj in usmerjenost kamere ter struktura sveta.

Language:Slovenian
Keywords:grafi scene, Octree, adaptivno binarno drevo, potencialno vidna množica, portali, 3D grafika, Ogre3D, igre, svet iger, razvoj iger
Work type:Undergraduate thesis
Organization:FRI - Faculty of Computer and Information Science
Year:2016
PID:20.500.12556/RUL-85137 This link opens in a new window
Publication date in RUL:13.09.2016
Views:1104
Downloads:316
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Secondary language

Language:English
Title:Scene graphs in games
Abstract:
Graphics technology has always been limited with the rendering performance of virtual worlds. Performance is dependent not only on the hardware capabilities, but also on the specification of non-visible objects. The simplest solution requires detecting visibility for each object individually, which can be very time consuming, especially in large virtual worlds. To overcome these problems, new kind of algorithms were developed, which are called scene graphs. The most common trait of this group of algorithms is space subdivision into well defined regions. With this process the question of object visibility is transformed into region visibility, which can be a lot more efficient. The aim of the thesis is to compare various scene graphs in different worlds that occur in modern video games. We showed that each of the scene graphs used increased performance drastically in each world, but there is a lot of differences between them. We also observed that the most important factors influencing scene graph performance are camera position, direction and world composition.

Keywords:scene graphs, Octree, adaptive binary tree, potentialy visible set, portals, 3D graphics, Ogre3D, video game, video game world, game development

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