Developing a physically based rendering (PBR) system using the Leadwerks game engine.

Kearl, Martin (2016) Developing a physically based rendering (PBR) system using the Leadwerks game engine. BSc dissertation, University of Portsmouth.

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    Abstract

    This Project details the theory and implementation of real-time physically based rendering (PBR) within the Leadwerks game engine, a commercial game engine with an active user based that currently lacks this functionality. This dissertation includes a broad review into the state of the art in regards to PBR as well as its implementation into games and game engines, and offers an appraisal of these techniques.
    This project also details the process of adapting the literature to a final artefact that successfully implements the system into a piece of software. This dissertation details the methodological approach used during the development. It also explains and justifies the design of the final artefact, providing in the process an explanation of the functionality in a PBR system.
    The work ends with a comparison of the engine before and after the technique was applied and discusses how the project successfully met the initial requirements. It then offers recommendations on future improvements that could be made.
    By the end of this Dissertation the reader should be aware of what PBR is and the benefits it provides as well as having an understanding of how these systems function form a technological standpoint. It also offers insight into the process of implementing this system into a commercial game engine.

    Item Type: Dissertation
    Departments/Research Groups: Faculty of Creative and Cultural Industries > School of Creative Technologies
    Depositing User: Beth Atkins
    Date Deposited: 15 Jul 2016 16:40
    Last Modified: 15 Jul 2016 16:40
    URI: http://eprints.port.ac.uk/id/eprint/21275

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