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...
With a greater number of real-time graphics applications moving over to parametric surfaces from the...
With a greater number of real-time graphics applications moving over to parametric surfaces from the...
We present a novel method for high-performance GPU based rendering of Catmull-Clark subdivision surf...
The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Ad...
abstract: The video game graphics pipeline has traditionally rendered the scene using a polygonal ap...
Subdivision surfaces provide a powerful alternative to polygonal rendering. The availability of tess...
Subdivision surfaces provide a powerful alternative to polygonal rendering. The availability of tess...
Higher order surface primitives enable artists to create smooth, complex objects by manipulating on...
Graphics hardware has been progressively optimized to render more triangles with increasingly flexib...
[Abstract] Although the first electronic circuit specifically designed to accelerate rendering was d...
In Computer Aided Design (CAD) 3D objects are often represented in form of trimmed NURBS surfaces. H...
With each computer game generation there is always a demand for more visually pleasing environments....
Modern Graphics Processing Units (GPU) exhibit a high degree of parallelism and over the years have ...
Modern Graphics Processing Units (GPU) exhibit a high degree of parallelism and over the years have ...
This paper describes two procedures used to disseminate tangible cultural heritage through real-time...
With a greater number of real-time graphics applications moving over to parametric surfaces from the...
With a greater number of real-time graphics applications moving over to parametric surfaces from the...
We present a novel method for high-performance GPU based rendering of Catmull-Clark subdivision surf...
The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Ad...
abstract: The video game graphics pipeline has traditionally rendered the scene using a polygonal ap...
Subdivision surfaces provide a powerful alternative to polygonal rendering. The availability of tess...
Subdivision surfaces provide a powerful alternative to polygonal rendering. The availability of tess...
Higher order surface primitives enable artists to create smooth, complex objects by manipulating on...
Graphics hardware has been progressively optimized to render more triangles with increasingly flexib...
[Abstract] Although the first electronic circuit specifically designed to accelerate rendering was d...
In Computer Aided Design (CAD) 3D objects are often represented in form of trimmed NURBS surfaces. H...
With each computer game generation there is always a demand for more visually pleasing environments....
Modern Graphics Processing Units (GPU) exhibit a high degree of parallelism and over the years have ...
Modern Graphics Processing Units (GPU) exhibit a high degree of parallelism and over the years have ...
This paper describes two procedures used to disseminate tangible cultural heritage through real-time...
With a greater number of real-time graphics applications moving over to parametric surfaces from the...
With a greater number of real-time graphics applications moving over to parametric surfaces from the...
We present a novel method for high-performance GPU based rendering of Catmull-Clark subdivision surf...