Abstract
Advanced graphics effects can be difficult to create and implement by nonexperts. We present here multiplatform, multigame engine libraries, designed to simplify the use of efficient state-of-the-art computer graphics algorithms in the fields of geometry and illumination. A summary of our experiences updating and porting the libraries is included, with recommendations possibly useful to other programmers. The main features of the updated libraries are described. Two serious games which use the geometry libraries are presented here as use cases, both dealing with teaching history to middle school students. Finally, we show an implementation of a board game played in Europe since roman times (of interest to museums specialized in medieval or roman times) which uses the illumination libraries.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
ArUco (2012) ArUco: a minimal library for augmented reality applications based on OpenCv. http://www.uco.es/investiga/grupos/ava/node/26. Accessed 23 January 2012
Bittner J, Wimmer M, Piringer H, Purgathofer W (2004) Coherent hierarchical culling: hardware occlusion queries made useful. url http://www.cg.tuwien.ac.at/research/publications/2004/ Bittner-2004-CHC/. Proceedings of the Eurographics 2004. Grenoble, France
Domingo A, Escriva M, Abad F Lluch J, Camahort E, Vivo R (2007) Continuous LODs and adaptive frame-rate control for spherical light fields. In: Geometric modeling and imaging–new trends pp 73–78 doi:http://doi.ieeecomputersociety.org/10.1109/GMAI.2007.14
Fast light toolkit (FLTK) (2012) http://www.fltk.org/. Accessed 23 January 2012
GameTools (2008a) GameTools project newsletter. http://www.gametools.org/downloads/GTP_newsletter3.pdf. Accessed 20 January 2012
GameTools (2008b) GTP. http://www.gametools.org/. Accessed 20 January 2012
González C, Castelló P, Chover M (2007a) A texture-based metric extensión for simplification methods. In: Braz J, V′azquez PP, Pereira JM (eds) GRAPP (GM/R), Institute for systems and technologies of information, control and communication (INSTICC). Barcelona, Spain pp 69–76
González C, Gumbau J, Chover M, Castell P (2007b) Simplificación de mallas para juegos, vol 1. In: Congreso Español de Informática Gráfica (CEIG 2007), Eurographics Association, Zaragoza, Spain
Gumbau J, Ripolles O, Chover M (2007) Lodmanager: a framework for rendering multiresolution models in real-time applications. Proceedings of the WSCG’2007 short communications papers. Plzen, Czech Republic pp 39–46
Hadwiger M, Varga A (1999) Visibility culling. In: Proseminar Wissenschaftliches Arbeiten, 1998–1999 url: http://www.cg.tuwien.ac.at/~msh/viscull.pdf
Lazányi I, Szirmay-Kalos L (2005) Fresnel term approximations for metals. Proceedings of the WSCG 2005, short papers. Plzen, Czech Republic pp 77–80
Lazányi I, Szirmay-Kalos L (2006) Indirect diffuse and glossy illumination on the GPU. In: Engel W (ed) ShaderX5: advanced rendering techniques. Charles river media, Chilton pp 345–358
Méndez A, Sbert M, Cata J, Sunyer N, Funtane S (2005) Real-time obscurances with color bleeding. In: Engel W (ed) ShaderX4: advanced rendering techniques. Charles river media, Chilton
OGRE (2012) OGRE––Open Source 3D Graphics Engine. http://www.ogre3d.org/. Accessed 20 January 2012
OpenCV (2012) Welcome–OpenCV wiki. http://opencv.willowgarage.com/wiki/. Accessed 23 January 2012
Rebollo C, Gumbau J, Ripolles O, Chover M, Remolar I (2007a) Fast rendering of leaves. Proceedings of the 9th international conference on computer graphics and imaging (IASTED) CGIM 2007. ACTA Press, Anaheim, pp 46–53 url http://dl.acm.org/citation.cfm?id=1710707.1710717
Rebollo C, Remolar I, Chover M, Gumbau J, Ripolles O (2007b) A clustering framework for real-time rendering of tree foliage. J Comp 2(4):57–67
Seward J, Nethercote N (2005) Using valgrind to detect undefined value errors with bit-precision. Proceedings of the annual conference on USENIX annual technical conference. USENIX Association, Berkeley, p 2–2 url http://dl.acm.org/citation.cfm?id=1247360.1247362
Shark3D (2012) Shark 3DTM by Spinor GmbH. http://www.spinor.com/. Accessed 20 January 2012
Szécsi L, Szirmay-Kalos L, Sbert M (2006) Light animation with precomputed light paths on the GPU. Proceedings of graphics interface 2006 (GI2006), Canadian Information Processing Society, Toronto pp 187–194
Szirmay-Kalos L, Aszódi B, Lazányi (2005a) Ray-tracing effects without tracing rays. In: Engel W (ed) ShaderX4: lighting and rendering. Charles River Media, Chilton
Szirmay-Kalos L, Aszódi B, Lazányi I, Mátyás P (2005b) Approximate raytracing on the GPU with distance impostors. Compu Grap Forum 24(3):695–704
Szirmay-Kalos L, Lazányi I (2006) Indirect diffuse and glossy illumination on the GPU. Proceedings of the SCCG 2006. Smolenice castle, Slovakia pp 29–35
Tóth B, Szirmay-Kalos L (2007) Fast filtering and tone mapping using importance sampling. Proceedings of the WSCG 2007 short papers. Plzen, Czech Republic pp 47–52
Umenhoffer T, Szirmay-Kalos L (2005) Real-time rendering of cloudy natural phenomena with hierarchical depth impostors. In: Eurographics short paper. Dublin, Ireland pp 65–68
Umenhoffer T, Szirmay-Kalos L, Szíjártó G (2006) Spherical billboards and their application for rendering volumetric data. In: Engel W (ed) ShaderX5: advanced rendering techniques. Charles River Media, Chilton pp 275–286
Umenhoffer T, Szirmay-Kalos L (2007) Robust diffuse final gathering on the GPU. Proceedings of the WSCG 2007 full papers. Plzen, Czech Republic pp 121–128
Umenhoffer T, Szirmay-Kalos L (2006) Spherical billboards for rendering Explosions. In: Graphics Interface. Quebec, Canada pp 57–64
Umenhoffer T, Patow G, Szirmay-Kalos L (2007) Robust multiple specular reflections and refractions. In: Nguyen H (ed) GPU Gems 3. Addison, Wesley
Unity (2012) Unity: game development tool. http://unity3d.com/unity/. Accessed 20 January 2012
Valgrind (2012) Valgrind home. http://valgrind.org/. Accessed 23 January 2012
Wine (2012) WineHQ––Run Windows applications on Linux, BSD, Solaris and Mac OS X. http://www.winehq.org/. Accessed 29 February 2012
Xfrog (2012) Xfrog––news. http://xfrog.com/. Accessed 23 January 2012
Acknowledgments
This work has been supported by the research projects coded TIN2010-21089-C03-01 and IPT-2011-0885-430000 (Spanish Commission for Science and Technology) and by grants VALTEC09-2-0118 and 2009SGR643 (Catalan Government).
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2014 Springer Science+Business Media Singapore
About this chapter
Cite this chapter
García, R.J., Gumbau, J., Szirmay-Kalos, L., Sbert, M. (2014). Updated GameTools: Libraries for Easier Advanced Graphics in Serious Gaming. In: Cai, Y., Goei, S. (eds) Simulations, Serious Games and Their Applications. Gaming Media and Social Effects. Springer, Singapore. https://doi.org/10.1007/978-981-4560-32-0_12
Download citation
DOI: https://doi.org/10.1007/978-981-4560-32-0_12
Published:
Publisher Name: Springer, Singapore
Print ISBN: 978-981-4560-31-3
Online ISBN: 978-981-4560-32-0
eBook Packages: EngineeringEngineering (R0)