Implementation and design of a normal mapping based 3d role-playing game
碩士 === 南台科技大學 === 資訊傳播系 === 94 === The development of computer graphics went through decades, from the rendering mainly on the CPU in its early days, as the invention and functions of the graphics processing unit are being promoted constantly, now the 3D graphics can mostly be accelerated with the h...
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ndltd-TW-094STUT06760142016-11-22T04:11:58Z http://ndltd.ncl.edu.tw/handle/02052276252160509718 Implementation and design of a normal mapping based 3d role-playing game 以法向量貼圖為基礎之三維角色扮演遊戲設計實作與分析研究 LI YU CHANG 黎育彰 碩士 南台科技大學 資訊傳播系 94 The development of computer graphics went through decades, from the rendering mainly on the CPU in its early days, as the invention and functions of the graphics processing unit are being promoted constantly, now the 3D graphics can mostly be accelerated with the hardware. As for the digital games, from early 2D , 2.5D all the way through the whole 3D graphics interface till now, its technological progress is fast at a tremendous more pace . By the new programmable 3D GPU technology, we can achieve the rendering quality like films. But for the digital games that need to show real-time graphics, it still need some skillful algorithms if both quality and efficiency are chief considerations, and the application of the normal mapping is the most important approach. This trend is clear while the new versions of existing digital content creation tools support the production of normal maps. In this research we design and implement a role-playing game by using the TORQUE SHADER ENGINE with MMORPG extension which support normal maps, and try using various kinds of normal map creation tools. The preliminary design will lead out a future successful RPG with a high-efficiency fine arts pipeline. Her-Tyan Yeh 葉禾田 2006 學位論文 ; thesis 100 zh-TW |
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碩士 === 南台科技大學 === 資訊傳播系 === 94 === The development of computer graphics went through decades, from the rendering mainly on the CPU in its early days, as the invention and functions of the graphics processing unit are being promoted constantly, now the 3D graphics can mostly be accelerated with the hardware. As for the digital games, from early 2D , 2.5D all the way through the whole 3D graphics interface till now, its technological progress is fast at a tremendous more pace .
By the new programmable 3D GPU technology, we can achieve the rendering quality like films. But for the digital games that need to show real-time graphics, it still need some skillful algorithms if both quality and efficiency are chief considerations, and the application of the normal mapping is the most important approach. This trend is clear while the new versions of existing digital content creation tools support the production of normal maps. In this research we design and implement a role-playing game by using the TORQUE SHADER ENGINE with MMORPG extension which support normal maps, and try using various kinds of normal map creation tools. The preliminary design will lead out a future successful RPG with a high-efficiency fine arts pipeline.
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author2 |
Her-Tyan Yeh |
author_facet |
Her-Tyan Yeh LI YU CHANG 黎育彰 |
author |
LI YU CHANG 黎育彰 |
spellingShingle |
LI YU CHANG 黎育彰 Implementation and design of a normal mapping based 3d role-playing game |
author_sort |
LI YU CHANG |
title |
Implementation and design of a normal mapping based 3d role-playing game |
title_short |
Implementation and design of a normal mapping based 3d role-playing game |
title_full |
Implementation and design of a normal mapping based 3d role-playing game |
title_fullStr |
Implementation and design of a normal mapping based 3d role-playing game |
title_full_unstemmed |
Implementation and design of a normal mapping based 3d role-playing game |
title_sort |
implementation and design of a normal mapping based 3d role-playing game |
publishDate |
2006 |
url |
http://ndltd.ncl.edu.tw/handle/02052276252160509718 |
work_keys_str_mv |
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