Managing and rendering large environments in games

Terrain rendering is one of the most challenging interactive visualizations in a game application. It contains a large number of triangles which may slow down the rendering process if there is no special algorithm implemented to reduce the triangles number.There are a lot of dynamic terrain algorith...

Full description

Saved in:
Bibliographic Details
Main Author: Hazrat Pradipta Ranjali
Other Authors: Parimal Aswani
Format: Theses and Dissertations
Language:English
Published: 2010
Subjects:
Online Access:https://hdl.handle.net/10356/36281
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Nanyang Technological University
Language: English
id sg-ntu-dr.10356-36281
record_format dspace
spelling sg-ntu-dr.10356-362812023-03-04T00:40:23Z Managing and rendering large environments in games Hazrat Pradipta Ranjali Parimal Aswani Feng Tian Seah Hock Soon School of Computer Engineering Game Lab DRNTU::Engineering::Computer science and engineering::Computing methodologies::Computer graphics Terrain rendering is one of the most challenging interactive visualizations in a game application. It contains a large number of triangles which may slow down the rendering process if there is no special algorithm implemented to reduce the triangles number.There are a lot of dynamic terrain algorithms to speed up the rendering process. Most of them have only one concern: to reduce the number of triangles to be sent to GPU for processing. However, game applications nowadays are not only concerned with frame rate, they also aim to achieve good visual quality and simulate the real world. This report presents a comparison, analysis, and characterisation of various type of terrain rendering algorithms which support terrain collision detection. In GeoMipMap algorithm, data streaming is improved by pre-computing necessary data. Visual artefact is fixed by considering triangle angles during triangulation. In GeoClipMap algorithm, GPU terrain collision is implemented to handle large number of queries. The performance of these improved methods is then tested using heightmap data from one commercial game engine. The number of data streaming invocation calls and the time required decrease significantly. Visual artefact does not appear in the rendering. And the performance of GPU terrain collision detection is almost unaffected by the number of queries. MASTER OF ENGINEERING (SCE) 2010-04-30T02:50:45Z 2010-04-30T02:50:45Z 2010 2010 Thesis Hazrat, P. R. (2010). Managing and rendering large environments in games. Master’s thesis, Nanyang Technological University, Singapore. https://hdl.handle.net/10356/36281 10.32657/10356/36281 en 106 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
spellingShingle DRNTU::Engineering::Computer science and engineering::Computing methodologies::Computer graphics
Hazrat Pradipta Ranjali
Managing and rendering large environments in games
description Terrain rendering is one of the most challenging interactive visualizations in a game application. It contains a large number of triangles which may slow down the rendering process if there is no special algorithm implemented to reduce the triangles number.There are a lot of dynamic terrain algorithms to speed up the rendering process. Most of them have only one concern: to reduce the number of triangles to be sent to GPU for processing. However, game applications nowadays are not only concerned with frame rate, they also aim to achieve good visual quality and simulate the real world. This report presents a comparison, analysis, and characterisation of various type of terrain rendering algorithms which support terrain collision detection. In GeoMipMap algorithm, data streaming is improved by pre-computing necessary data. Visual artefact is fixed by considering triangle angles during triangulation. In GeoClipMap algorithm, GPU terrain collision is implemented to handle large number of queries. The performance of these improved methods is then tested using heightmap data from one commercial game engine. The number of data streaming invocation calls and the time required decrease significantly. Visual artefact does not appear in the rendering. And the performance of GPU terrain collision detection is almost unaffected by the number of queries.
author2 Parimal Aswani
author_facet Parimal Aswani
Hazrat Pradipta Ranjali
format Theses and Dissertations
author Hazrat Pradipta Ranjali
author_sort Hazrat Pradipta Ranjali
title Managing and rendering large environments in games
title_short Managing and rendering large environments in games
title_full Managing and rendering large environments in games
title_fullStr Managing and rendering large environments in games
title_full_unstemmed Managing and rendering large environments in games
title_sort managing and rendering large environments in games
publishDate 2010
url https://hdl.handle.net/10356/36281
_version_ 1759854295124017152