Increasing Performance of 3D Games using Precalculation

Abdullah Al Mazed, Mirza Hasan Asif, Emdad Ahmed · 2005

Computer games specially 3D games involve massive calculation before each rendering. Before each frame is rendered, lots of things like scene-graph, lighting and shadows, current frame for dynamic animation, artificial intelligence for game-characters and a lot more things need to be calculated. To achieve smoothness in game playing, the frame-rate should be as high as possible; and one way to increase FPS (frames per second), is to minimize the number of calculations. Here, in this paper, we have shown how we can reduce computation time using precalculation technique. We have compared the frame-rate of two rendered scenes, one that does all calculations on the fly; another uses precalculated data-structures, algorithms, lighting maps etc. We have found that the overall performance of the second approach is better

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