Essays about: "Geometry shader"

Showing result 1 - 5 of 8 essays containing the words Geometry shader.

  1. 1. Smooth Particle Ribbons Through Hardware Accelerated Tessellation

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Oliver Eriksson; [2022]
    Keywords : particles; tessellation; b-spline; mesh shaders;

    Abstract : Generating and rendering ribbons from a stream of particles is common in games and VFX to visualize flow. To create detailed smooth particle ribbons this work combines tessellation and B-splines, which gives smooth surfaces with contiguous normals. READ MORE

  2. 2. Efficient generation and rendering of tube geometry in Unreal Engine : Utilizing compute shaders for 3D line generation

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Platon Woxler; [2021]
    Keywords : Computer Graphics; Mesh Models; General-Purpose Computing on Graphics Processing Units GPGPU ; Datorgrafik; Mesh-modeller; Beräkningar på Grafikprocessorer för Generella Användningsområden;

    Abstract : Massive graph visualization in an immersive environment, such as virtual reality (VR) or Augmented Reality (AR), has the possibility to improve users’ understanding when exploring data in new ways. To make the most of a visualization, such as this, requires interactive components that are fast enough to accommodate interactivity. READ MORE

  3. 3. Alpha Tested Geometry in DXR : Performance Analysis of Asset Data Variations

    University essay from Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Author : Tobias Fast; [2020]
    Keywords : ray tracing; alpha testing; texture format; rendering; tessellation; strålspårning; alfa testning; rendering; textur format; tesselering;

    Abstract : Background. Ray tracing can be used to achieve hyper-realistic 3D rendering but it is a computationally heavy task. Since hardware support for real-time ray tracing was released, the game industry has been introducing this feature into games. READ MORE

  4. 4. 2D Aesthetics with a 3D Pipeline : Achieving a 2D Aesthetic with 3D Geometry

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Morgan Nilsson; Andreas Lundmark; [2017]
    Keywords : Non-Photo Realistic Rendering; NPR; hand-drawn aesthetics; 3D animation; 2D aesthetic; stylized games; stylization.;

    Abstract : This thesis evaluates and tests different methods utilized to produce a 2D aesthetic within a 3D pipeline, as in, converting 3D geometry to an aesthetic that is similar to hand-drawn classic films such as Snow White And The Seven Dwarfs. This thesis explores methods to produce both exterior and interior lines that indicate shape and form of 3D models, the conclusion from the tested methods leaves with the statement that it is unlikely the human factor will be ever entirely replaced by automated solutions, and instead a mixed approach with shader relied solutions and involvement of texturing techniques which provides artistic controls where necessary, is deemed to be the most effective way of preserving the hand-drawn 2D aesthetic within a 3D-pipeline. READ MORE

  5. 5. Per-face parameterization for Texture Mapping of Geometry in Real-Time

    University essay from Linköpings universitet/Medie- och Informationsteknik; Linköpings universitet/Tekniska högskolan

    Author : Johan Noren; [2014]
    Keywords : meshcolors; mesh; colors; uv; texture; texturemapping; parametrization; dice; frostbite; mt; Datateknik; Datateknik;

    Abstract : We investigate the mesh colors method for per-face parameterization for texture-mapping of geometry, implemented in the game engine Frostbite 3, for the purpose of evaluating the method compared to traditional texture-mapping in a real-time application. Traditional UV-mapping often causes discontinuities which commonly results in visible seams in the end results. READ MORE