Using subdivision surfaces and PN triangles for game applications

Polygonal meshes (in particular, triangular meshes) are commonly used to represent and render models and objects in game applications. Due to speed and storage limitation, usually only coarse meshes and simplified meshes are used for rendering. To generate more details from a coarse mesh, several te...

Full description

Saved in:
Bibliographic Details
Main Author: Pu, Guannan
Other Authors: Zheng Jianmin
Format: Theses and Dissertations
Language:English
Published: 2010
Subjects:
Online Access:https://hdl.handle.net/10356/21079
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Nanyang Technological University
Language: English
id sg-ntu-dr.10356-21079
record_format dspace
spelling sg-ntu-dr.10356-210792023-03-04T00:42:44Z Using subdivision surfaces and PN triangles for game applications Pu, Guannan Zheng Jianmin School of Computer Engineering Game Lab DRNTU::Engineering::Computer science and engineering::Computing methodologies::Computer graphics DRNTU::Engineering::Computer science and engineering::Computer applications::Computer-aided engineering Polygonal meshes (in particular, triangular meshes) are commonly used to represent and render models and objects in game applications. Due to speed and storage limitation, usually only coarse meshes and simplified meshes are used for rendering. To generate more details from a coarse mesh, several techniques can be applied, like normal mapping, displacement mapping, subdivision surfaces and other techniques. This thesis investigates efficient and adaptive mesh refinement schemes for rendering triangular meshes in modern games. Two schemes are proposed in this thesis: First, a subdivision scheme which applies Loop subdivision over multiple meshes is proposed to provide mesh surface refinement suitable for game applications. This scheme can overcome the difficulties of using subdivision in game applications. The implementation has been used in real commercial game engine. Second, a novel surface tessellation scheme based on PN (point normal) triangles is proposed. The new technique can perform fast adaptive tessellation and rendering using GPU shader processors, which achieves smoothness and speed in the same time. The scheme reduces the number of triangles used and it also reduces memory consumption and complexity compared to previous existing methods. MASTER OF ENGINEERING (SCE) 2010-03-18T02:40:24Z 2010-03-18T02:40:24Z 2009 2009 Thesis Pu, G. (2009). Using subdivision surfaces and PN triangles for game applications. Master’s thesis, Nanyang Technological University, Singapore. https://hdl.handle.net/10356/21079 10.32657/10356/21079 en 98 p. application/pdf
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic DRNTU::Engineering::Computer science and engineering::Computing methodologies::Computer graphics
DRNTU::Engineering::Computer science and engineering::Computer applications::Computer-aided engineering
spellingShingle DRNTU::Engineering::Computer science and engineering::Computing methodologies::Computer graphics
DRNTU::Engineering::Computer science and engineering::Computer applications::Computer-aided engineering
Pu, Guannan
Using subdivision surfaces and PN triangles for game applications
description Polygonal meshes (in particular, triangular meshes) are commonly used to represent and render models and objects in game applications. Due to speed and storage limitation, usually only coarse meshes and simplified meshes are used for rendering. To generate more details from a coarse mesh, several techniques can be applied, like normal mapping, displacement mapping, subdivision surfaces and other techniques. This thesis investigates efficient and adaptive mesh refinement schemes for rendering triangular meshes in modern games. Two schemes are proposed in this thesis: First, a subdivision scheme which applies Loop subdivision over multiple meshes is proposed to provide mesh surface refinement suitable for game applications. This scheme can overcome the difficulties of using subdivision in game applications. The implementation has been used in real commercial game engine. Second, a novel surface tessellation scheme based on PN (point normal) triangles is proposed. The new technique can perform fast adaptive tessellation and rendering using GPU shader processors, which achieves smoothness and speed in the same time. The scheme reduces the number of triangles used and it also reduces memory consumption and complexity compared to previous existing methods.
author2 Zheng Jianmin
author_facet Zheng Jianmin
Pu, Guannan
format Theses and Dissertations
author Pu, Guannan
author_sort Pu, Guannan
title Using subdivision surfaces and PN triangles for game applications
title_short Using subdivision surfaces and PN triangles for game applications
title_full Using subdivision surfaces and PN triangles for game applications
title_fullStr Using subdivision surfaces and PN triangles for game applications
title_full_unstemmed Using subdivision surfaces and PN triangles for game applications
title_sort using subdivision surfaces and pn triangles for game applications
publishDate 2010
url https://hdl.handle.net/10356/21079
_version_ 1759855665582440448