Cameron, Justin (2006) Next-generation 3D graphics engine design. [USQ Project] (Unpublished)
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Abstract
3D engines, software used to render images from 3D data, for the most part vary little in the technology utilised. All engines commercially available employ the same basic techniques for rasterisation. An alternative approach to that commonly used will be presented, which provides a cleaner result with comparable efficiency. The history of 3D engines dates back before the era of personal computers. With such limited resources of the time, only basic routines could be used. As technology improved, these same methods were improved to eventually form what we now use today. While some of the modern adaptations are innovative, it is put forward that a change in technique from the standard practice is warranted to be more inline with the demanding requirements of modern applications.
| Item Type: | USQ Project |
|---|---|
| Uncontrolled Keywords: | 3D engines; computing; 3D graphics; games; gaming; backface culling; application programming interface (API); Bezier curver; DirectX; bicubic patch; openGL |
| Fields of Research (FOR2008): | 08 Information and Computing Sciences > 0803 Computer Software > 080305 Multimedia Programming 08 Information and Computing Sciences > 0801 Artificial Intelligence and Image Processing > 080103 Computer Graphics |
| Subjects: | 280000 Information, Computing and Communication Sciences > 280200 Artificial Intelligence and Signal and Image Processing > 280202 Computer Graphics 290000 Engineering and Technology > 299900 Other Engineering and Technology > 299999 Engineering and Technology not elsewhere classified |
| Socio-Economic Objective (SEO2008): | UNSPECIFIED |
| ID Code: | 2402 |
| Deposited By: | |
| Deposited On: | 11 Oct 2007 11:05 |
| Last Modified: | 12 Mar 2009 11:39 |
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