图形引擎若干问题研究
发布时间:2018-05-08 16:57
本文选题:图形引擎 + 插件 ; 参考:《吉林大学》2010年硕士论文
【摘要】: 随着虚拟现实、网络游戏、影视特效和医疗诊断技术的快速发展,计算机图形学迎来了一个新的发展高峰期,图形引擎作为各个领域共同的基础体现出了巨大的经济价值,由于国家将图形引擎的研究纳入了863计划同时在政策上大力支持文化产业的发展并且在全国范围建立了一系列的动漫产业园区,使得图形引擎的研究进入了白热化的研究阶段。 图形引擎技术可以分成图形学相关和图形学无关两部分。图形学相关部分是图形引擎直接与图形硬件交互的部分,需要充分发挥硬件功能实现硬件加速,通常利用高级编程语言直接封装底层图形编程接口。图形学无关部分主要以软件形式在中央处理器上执行不需要硬件加速功能。 本文针对图形引擎的特点,利用面向对象思想,对图形引擎进行了良好的模块划分,降低了开发难度,将图形引擎分成三部分:场景管理模块、渲染系统模块和资源管理模块,同时通过封装机制将图形引擎接口由解空间抽象到了问题空间,简化了图形引擎的使用。在场景管理模块中实现了基于插件机制的可扩展自定义场景管理器、场景管理器组织结构与核心对象分离策略、场景管理器工作流程;在渲染系统模块中实现了基于插件机制的可扩展自定义渲染组件、可编程流水线技术和多目标渲染技术;在资源管理模块中实现了基于插件机制的可扩展自定义资源管理器、基于单件设计模式的资源管理器和资源脚本化。
[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.
【学位授予单位】:吉林大学
【学位级别】:硕士
【学位授予年份】:2010
【分类号】:TP391.41
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