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Real-Time Tessellation A Region of Interest Based Technique Suited for Game Applications
Blekinge Institute of Technology, School of Computing.
Blekinge Institute of Technology, School of Computing.
2013 (English)Independent thesis Basic level (degree of Bachelor)Student thesisAlternative title
Realtids tesselering, en regionsbaserad teknik för spel (Swedish)
Abstract [en]

While the games industry grows, the need for visually appealing graphics increase. This drives the demand for new hardware and the development of new techniques forward. With the latest generation of 3D graphic APIs the new rendering pipeline technique tessellation was announced. With each generation of games getting more advanced, the demand for highly detailed models increase. This leads to a higher workload for the GPU. The purpose of this thesis is to research the fi eld of tessellation and develop a prototype to optimize the tessellation pipeline. The prototype is designed to help reduce the number of generated triangles by dividing the mesh into regions, each region with its own tessellation factor. The prototype implementation supports both manual and automatic generation of these regions. A new fi le format was developed to support the region data. The implementation was split into three parts; one Python based Maya plug-in used for preparing the model for exporting, one exporter for Maya that generated the output fi le, and one viewer application capable of rendering the resulting mesh. The geometry output of the proposed technique was evaluated by comparing it to uniformly tessellated reference mesh geometry. Measurements show that the proposed technique is capable of reducing the face count with minor or maintained correlation to the reference geometry.

Abstract [sv]

Medans spelindustrin växer ökar behovet av visuellt tilltalande grafik. Detta driver utvecklingen av hårdvara och nya tekniker framåt. Med den senaste generationens 3D grafik API kom renderingssteget tesselering. Eftersom varje generation av spel blir mer avancerat ökar efterfrågan på detaljerade modeller. Detta leder till en högre arbetsbörda för GPUn. Syftet med denna avhandling är att undersöka tesselering och utveckla en prototyp för att optimera tesseleringspipelinen. Prototypen är utformad för att hjälpa till att minska antalet genererade trianglar genom att dela upp figuren i regioner, varje region med egen tesseleringsfaktor. Prototypen stödjer både manuell och automatisk generering av dessa regioner, ett nytt filformat utvecklades för att stödja dessa. Prototypen delades upp i tre delar, ett Python baserat Maya plug-in som används för att förbereda modellen för export, en Maya exportör som genererar filerna, och ett visningsprogram som kan rendera den färdiga figuren. Figuren från den föreslagna tekniken utvärderades genom att jämföra den med motsvarande figur med universal tesseleringsfaktor. Mätningar visar att den föreslagna tekniken klarar att reducera antalet trianglar med låg felmarginal.

Place, publisher, year, edition, pages
2013. , 38 p.
Keyword [en]
Tessellation, Direct3D 11, Region of Interest, Displacement, Subdivision.
National Category
Human Computer Interaction
Identifiers
URN: urn:nbn:se:bth-2081Local ID: oai:bth.se:arkivexE89E45811958429EC1257BB3005D592BOAI: oai:DiVA.org:bth-2081DiVA: diva2:829345
Uppsok
Technology
Supervisors
Available from: 2015-04-22 Created: 2013-07-25 Last updated: 2015-06-30Bibliographically approved

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CiteExportLink to record
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