hybrid wrote:There are alsready some paged terrain implementations, I guess you'd need a special algorithm if you really want to make a thesis from it. Shader files are probably not that useful, as Cg also comes with that sort of things. So it might be redundant once Cg is integrated into Irrlicht (alas not being available without Cg support then). The DX10/11 driver does not need much insight into Irrlicht, a Video driver doesn't need much knowledge about the internals of Irrlicht. But you need to know many things about the render API you want to implement, in this case DirectX10/11.
I'd suggest to check out certain nice papers/book chapters on 3d rendering, and simply implement one of those algorithms. That'd be a typical bachelor thesis, and would perfectly fit into the amount of time.
Thanks alot for your help Mr. Hybrid
I have some questions. You suggested implementing some algorithms of 3D Rendering and I cannot understand whether you suggest implementing them on Irrlicht or as a stand alone program.
I am doing some research on Dx10/11 and OpenGL-ES2.x Drivers and I want to find how much work do they need.
I want to continue my graduation of Compute Graphics and Visualization but I came to this area a little late and with little experiences. In my university we have no professor specialized on Computer Graphics and I should get help for doing my thesis only from internet. I am really glad you nice guys are helpful and kind .I appreciate if I can use your experiences more.
I really don't want my thesis comes out on a piece of paper and on a program and no one later uses it. I want it to be something useful which can help others and this was the main reason I came to game engines.
I will appreciate any more ideas about these topics.