Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
PN-triangle tessellation using Geometry shaders: The effect on rendering speed compared to the fixed function tessellator
Blekinge Institute of Technology, School of Computing.
Blekinge Institute of Technology, School of Computing.
2010 (English)Independent thesis Basic level (degree of Bachelor)Student thesis
Abstract [en]

With each computer game generation there is always a demand for more visually pleasing environments. This pushes game developers to create more powerful rendering techniques and game artists to create more detailed art. With a visually stunning backdrop also comes the need for high-resolution models. A common issue is that if all models in a scene are high-resolution it would not only require immensely powerful hardware, it would also be wasteful as only the models in the foreground are close enough that we would recognize the increased details. The common solution to this problem has been to load several versions of each model containing varying amounts of detail. However this solution has the drawback that it increases our memory footprints as more models are loaded into the memory. Tessellation offers a more dynamic solution to the problem as it only requires us to load a low-resolution model and higher resolution versions can be generated during run-time on the GPU. With the introduction of DirectX 11 tessellation is now supported in the hardware, however we are still a few years away from seeing DirectX 11 being used as the core of any 3D rendering engine. In a transitional period like this between hardware generations game developers has to tackle the dilemma that the current hardware generation has to be supported when creating games that will also utilize the next generation. This thesis focuses on comparing the performance of a tessellation scheme supported by the current hardware generation, DirectX 10, as opposed to a scheme developed for the next generation, DirectX 11. Two prototypes, one using the Geometry shader that was introduced in DirectX 10 and the other using the fixed function tessellator introduced in DirectX 11, were built to compare the performance of tessellated model rendering. Several different variants of each prototype were tested and the general conclusion is that the tessellator performed better than the Geometry shader.

Place, publisher, year, edition, pages
2010. , p. 41
Keywords [en]
Tessellation, DirectX 10, DirectX 11, Geometry shader, PN-triangles, fixed function tessellator
National Category
Computer Sciences Software Engineering
Identifiers
URN: urn:nbn:se:bth-3818Local ID: oai:bth.se:arkivex821D8D514D579984C1257737004BDE5COAI: oai:DiVA.org:bth-3818DiVA, id: diva2:831131
Uppsok
Technology
Supervisors
Available from: 2015-04-22 Created: 2010-06-03 Last updated: 2018-01-11Bibliographically approved

Open Access in DiVA

fulltext(1973 kB)1827 downloads
File information
File name FULLTEXT01.pdfFile size 1973 kBChecksum SHA-512
814712f1701e5a0b9ab50b2ed7a0e23635f84a4605137b426028db697d117966e872741a882792f18554c710c6c66c97de726c0f2a646064ae37af7c5a20f65c
Type fulltextMimetype application/pdf

By organisation
School of Computing
Computer SciencesSoftware Engineering

Search outside of DiVA

GoogleGoogle Scholar
Total: 1827 downloads
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

urn-nbn

Altmetric score

urn-nbn
Total: 225 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf