圖形引擎若干問題研究
發(fā)布時間:2018-05-08 16:57
本文選題:圖形引擎 + 插件; 參考:《吉林大學(xué)》2010年碩士論文
【摘要】: 隨著虛擬現(xiàn)實、網(wǎng)絡(luò)游戲、影視特效和醫(yī)療診斷技術(shù)的快速發(fā)展,計算機(jī)圖形學(xué)迎來了一個新的發(fā)展高峰期,圖形引擎作為各個領(lǐng)域共同的基礎(chǔ)體現(xiàn)出了巨大的經(jīng)濟(jì)價值,由于國家將圖形引擎的研究納入了863計劃同時在政策上大力支持文化產(chǎn)業(yè)的發(fā)展并且在全國范圍建立了一系列的動漫產(chǎn)業(yè)園區(qū),使得圖形引擎的研究進(jìn)入了白熱化的研究階段。 圖形引擎技術(shù)可以分成圖形學(xué)相關(guān)和圖形學(xué)無關(guān)兩部分。圖形學(xué)相關(guān)部分是圖形引擎直接與圖形硬件交互的部分,需要充分發(fā)揮硬件功能實現(xiàn)硬件加速,通常利用高級編程語言直接封裝底層圖形編程接口。圖形學(xué)無關(guān)部分主要以軟件形式在中央處理器上執(zhí)行不需要硬件加速功能。 本文針對圖形引擎的特點,利用面向?qū)ο笏枷?對圖形引擎進(jìn)行了良好的模塊劃分,降低了開發(fā)難度,將圖形引擎分成三部分:場景管理模塊、渲染系統(tǒng)模塊和資源管理模塊,同時通過封裝機(jī)制將圖形引擎接口由解空間抽象到了問題空間,簡化了圖形引擎的使用。在場景管理模塊中實現(xiàn)了基于插件機(jī)制的可擴(kuò)展自定義場景管理器、場景管理器組織結(jié)構(gòu)與核心對象分離策略、場景管理器工作流程;在渲染系統(tǒng)模塊中實現(xiàn)了基于插件機(jī)制的可擴(kuò)展自定義渲染組件、可編程流水線技術(shù)和多目標(biāo)渲染技術(shù);在資源管理模塊中實現(xiàn)了基于插件機(jī)制的可擴(kuò)展自定義資源管理器、基于單件設(shè)計模式的資源管理器和資源腳本化。
[Abstract]:With the rapid development of virtual reality, online games, film and television special effects and medical diagnosis technology, computer graphics has ushered in a new peak period of development. The research of graphics engine has been brought into the 863 program and the development of cultural industry has been supported by the government. A series of animation industry parks have been established in the whole country, which makes the research of graphics engine enter the stage of hot research. Graphics engine technology can be divided into two parts: graphics correlation and graphics independence. The related part of graphics is the part that the graphics engine directly interacts with the graphics hardware. It needs to give full play to the hardware function to realize hardware acceleration. The high-level programming language is usually used to directly encapsulate the underlying graphic programming interface. The graphics independent part mainly performs the hardware acceleration function on the CPU in the form of software. According to the characteristics of graphics engine, this paper divides the graphics engine into three parts: scene management module, rendering system module and resource management module. At the same time, the graphic engine interface is abstracted from solution space to problem space by encapsulation mechanism, which simplifies the use of graphics engine. In the scene management module, the extensible custom scene manager based on plug-in mechanism is implemented, the organization structure of the scene manager is separated from the core object, and the workflow of the scene manager is realized. In the rendering system module, the extensible custom rendering component based on plug-in mechanism, the programmable pipeline technology and the multi-objective rendering technology are implemented, and the extensible custom resource manager based on plug-in mechanism is implemented in the resource management module. Resource manager and resource scripting based on single-piece design pattern.
【學(xué)位授予單位】:吉林大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2010
【分類號】:TP391.41
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