Architectural and algorithmic considerations of a modern graphics engine and its render pipeline

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Dr. Szécsi László
Department of Control Engineering and Information Technology

Real-time computer graphics and virtual reality for games is a hot topic these days, that’s why our thesis project is focused on this field. The recent release of low-level graphics APIs, Direct3D 12 and Vulkan, namely, allows for more advanced use of current hardware. Previous APIs had serious limitation with multi-core processors and multiple video cards, but the new APIs’ fundamentally different approach lifts these limitations. Our goal is to develop a 3D graphics engine using the new APIs. The engine is expected to perform well on multi-core processors and utilize multiple graphics cards to achieve maximum performance. We are going to give an introduction to the new graphics APIs, and explain a possible way to implement a general purpose graphics engine. This includes the architecture of the engine, the description of its main components, and an in-depth explanation of the implementation of the rendering pipeline. The engine is extensible with custom rendering algorithms, and can be easily integrated into existing and new game projects, thus provides a complete rendering solution for game developers.


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