Smooth Surfaces For Video Game Development

abstract: The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Advances in modern graphics hardware now allow the rendering of parametric methods. This thesis explores various smooth surface rendering methods that can be integrated into the video game gra...

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Other Authors: Amresh, Ashish (Author)
Format: Doctoral Thesis
Language:English
Published: 2011
Subjects:
Online Access:http://hdl.handle.net/2286/R.I.9040
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spelling ndltd-asu.edu-item-90402018-06-22T03:01:36Z Smooth Surfaces For Video Game Development abstract: The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Advances in modern graphics hardware now allow the rendering of parametric methods. This thesis explores various smooth surface rendering methods that can be integrated into the video game graphics engine. Moving over to parametric or smooth surfaces from the polygonal domain has its share of issues and there is an inherent need to address various rendering bottlenecks that could hamper such a move. The game engine needs to choose an appropriate method based on in-game characteristics of the objects; character and animated objects need more sophisticated methods whereas static objects could use simpler techniques. Scaling the polygon count over various hardware platforms becomes an important factor. Much control is needed over the tessellation levels, either imposed by the hardware limitations or by the application, to be able to adaptively render the mesh without significant loss in performance. This thesis explores several methods that would help game engine developers in making correct design choices by optimally balancing the trade-offs while rendering the scene using smooth surfaces. It proposes a novel technique for adaptive tessellation of triangular meshes that vastly improves speed and tessellation count. It develops an approximate method for rendering Loop subdivision surfaces on tessellation enabled hardware. A taxonomy and evaluation of the methods is provided and a unified rendering system that provides automatic level of detail by switching between the methods is proposed. Dissertation/Thesis Amresh, Ashish (Author) Farin, Gerlad (Advisor) Razdan, Anshuman (Advisor) Wonka, Peter (Committee member) Hansford, Dianne (Committee member) Arizona State University (Publisher) Computer Science Fine Arts Engineering CAGD Game Engine Rendering Surfaces eng 81 pages Ph.D. Computer Science 2011 Doctoral Dissertation http://hdl.handle.net/2286/R.I.9040 http://rightsstatements.org/vocab/InC/1.0/ All Rights Reserved 2011
collection NDLTD
language English
format Doctoral Thesis
sources NDLTD
topic Computer Science
Fine Arts
Engineering
CAGD
Game Engine
Rendering
Surfaces
spellingShingle Computer Science
Fine Arts
Engineering
CAGD
Game Engine
Rendering
Surfaces
Smooth Surfaces For Video Game Development
description abstract: The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Advances in modern graphics hardware now allow the rendering of parametric methods. This thesis explores various smooth surface rendering methods that can be integrated into the video game graphics engine. Moving over to parametric or smooth surfaces from the polygonal domain has its share of issues and there is an inherent need to address various rendering bottlenecks that could hamper such a move. The game engine needs to choose an appropriate method based on in-game characteristics of the objects; character and animated objects need more sophisticated methods whereas static objects could use simpler techniques. Scaling the polygon count over various hardware platforms becomes an important factor. Much control is needed over the tessellation levels, either imposed by the hardware limitations or by the application, to be able to adaptively render the mesh without significant loss in performance. This thesis explores several methods that would help game engine developers in making correct design choices by optimally balancing the trade-offs while rendering the scene using smooth surfaces. It proposes a novel technique for adaptive tessellation of triangular meshes that vastly improves speed and tessellation count. It develops an approximate method for rendering Loop subdivision surfaces on tessellation enabled hardware. A taxonomy and evaluation of the methods is provided and a unified rendering system that provides automatic level of detail by switching between the methods is proposed. === Dissertation/Thesis === Ph.D. Computer Science 2011
author2 Amresh, Ashish (Author)
author_facet Amresh, Ashish (Author)
title Smooth Surfaces For Video Game Development
title_short Smooth Surfaces For Video Game Development
title_full Smooth Surfaces For Video Game Development
title_fullStr Smooth Surfaces For Video Game Development
title_full_unstemmed Smooth Surfaces For Video Game Development
title_sort smooth surfaces for video game development
publishDate 2011
url http://hdl.handle.net/2286/R.I.9040
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