CS 651: Real-Time Rendering Assignment 3
Game Engine Core
Student Name: Jiayuan Meng, Kevin Dale, Jiajun Zhu
Date of submission: 3/3/2006
Feature Implemented
[2] Hierarchical transformations:
Scene Graph structure is implemented. Each
3DS model is organized as a single object
and has the same transformation.
[3] Instancing:
Each model can be instanced for any
times.
[4] Simple texturing and lighting:
Use can specify the rendering state
(texture on/off, lighting on/off, wireframe
on/off)
[5] Simple distance-switched discrete
LOD:
Distances are set manually in game
profile.
[6] Hierarchical
view-frustum culling:
We used bounding sphere in view-frustum
culling.
[7] Multiple viewpoints/traversals:
Both God view and regular camera view
are implemented.
[8] Interactive camera control:
Use mouse left and right button to
control the camera.
Screenshots:
[1] Instancing Example 1
[2] Instancing Example 2
[3] Instancing Example 3
[4] Object Selection
[5] View-frustum Culling
[6] Simple LOD