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Visibility in a Real-World Cross-Platform Game Engine
Details
With hardware capabilities and customer expectations rising every new game console generation, efficient visibility algorithms become a more and more crucial part of every modern rendering engine. Although GPUs built into the consoles become better each generation, game developers are always striving to get more performance and better quality out of a game console. Therefore it is a must to employ powerful visibility algorithms which allow the developers to render more complex scenes while maintaining smooth framerates. This book explores whether current state-of-the-art visibility algorithms can be used on game consoles, and describes the layers of abstraction needed in developing a multi-platform rendering engine. This book focuses on the design and implementation of a rendering engine for major current-gen platforms, such as Microsoft Windows, the Microsoft XBox360, Sony's PlayStation 3 and the Nintendo Wii, dealing with the vastly different platform architectures. It shows how visibility algorithms are developed and integrated into the rendering engine, and enhanced and tailored to specific hardware needs and capabilities.
Autorentext
Studied Computer Science at the Vienna University of Technology, specializing in computer graphics and digital image processing, Lead Engine Programmer at Sproing Interactive Media GmbH, and lecturer at the FH Technikum Wien, FH Hagenberg and VUT.
Weitere Informationen
- Allgemeine Informationen
- GTIN 09783639347500
- Sprache Englisch
- Größe H7mm x B220mm x T150mm
- Jahr 2011
- EAN 9783639347500
- Format Kartonierter Einband (Kt)
- ISBN 978-3-639-34750-0
- Titel Visibility in a Real-World Cross-Platform Game Engine
- Autor Stefan Reinalter
- Untertitel Extending CHC++ to Game Consoles
- Gewicht 191g
- Herausgeber VDM Verlag
- Anzahl Seiten 116
- Genre Informatik