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Scene graphs in games

Dejan Jusufović (2016) Scene graphs in games. EngD thesis.

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    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.

    Item Type: Thesis (EngD thesis)
    Keywords: scene graphs, Octree, adaptive binary tree, potentialy visible set, portals, 3D graphics, Ogre3D, video game, video game world, game development
    Number of Pages: 109
    Language of Content: Slovenian
    Mentor / Comentors:
    Name and SurnameIDFunction
    izr. prof. dr. Peter Peer294Mentor
    Link to COBISS: http://www.cobiss.si/scripts/cobiss?command=search&base=51012&select=(ID=1537118403)
    Institution: University of Ljubljana
    Department: Faculty of Computer and Information Science
    Item ID: 3531
    Date Deposited: 08 Sep 2016 15:19
    Last Modified: 19 Sep 2016 14:13
    URI: http://eprints.fri.uni-lj.si/id/eprint/3531

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