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 

[1] Importing 3D models:
3DS model file format is supported. we wrote a wrapper for the lib3ds in our code.

[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