Conversion of Graphs to Polygonal Meshes

by Jacob Nielsen 9. November 2009 06:49

My master thesis on real-time conversion of directed acyclic graphs to polygonal meshes using the geometry shader.

The technique is comprised of two parts. One part which pre-processes the graph in an offline step, and the second part which converts the graph, in real-time, to a polygonal mesh in the geometry shader stage. Finally the mesh is tessellated using the Curved PN Triangles method, also done in the geometry shader stage.

Each node in the graph is described by a direction, a radius and a length.

The graph can be manipulated in real-time, making it possible to animate the graph, add new nodes to the graph or remove nodes from the graph.

Video

Screenshots

1) Graph

2a and 2b) Initial coarse mesh created (wireframe and shaded)

3a and 3b) Mesh after tessellation (wireframe and shaded)

 

Technologies

DirectX 10, Geometry Shader, C++, HLSL

 

Credits

Jacob Nielsen

 

Downloads

Master Thesis (PDF - 2.08 mb)

RollerWorld

by Jacob Nielsen 8. November 2009 08:29

A game made for the Imagine Cup 2009. We qualified for the semi-final.

Video


Download

PC-Version Requires XNA Game Studio, a free download from Creators Club. Best played with an Xbox 360 controller

Technologies

XNA, C#

Credits

Per Rasmussen (programmer), Jacob Nielsen (programmer), Zejn Luti (game designer) and Martin Henningsen (artist)

Terrain rendering using displacement mapping

by Jacob Nielsen 7. November 2009 06:30

Final project in the course Real-Time Graphics for Games and Virtual Reality at DTU.

Atechnique that utilizes displacement mapping in the vertex shader to render a huge terrain (endless through repetition) at a constant high frame rate. The technique is based on the principle of having a static grid mesh which always covers the view frustum and (almost) nothing more. The height of each vertex is then taken from a height map supplied to the vertex shader as a texture.

Video

Screenshots

Technologies

XNA, C#, HLSL

Credits

Per Rasmussen, Jacob Nielsen

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Mininja, the colourful warrior

by Jacob Nielsen 5. November 2009 08:32

A game made at DADIU as a joint production. The game had to be controlled using only 4 keys and no mouse. Furthermore we were restricted to using the Source engine. The game was made during a period of 1 month.

Video

Technologies

Source game engine, C++

Credits

Jacob Nielsen (lead programmer) and a team consisted of 2 other programmers, 2 audio progammers, 2 artists, 2 animators, 1 game designer and 1 game instructor.

Heroes of Nebula

by Jacob Nielsen 4. November 2009 08:24

A game prototype made in the course Introduction to Computer Game Prototyping at DTU.

Video

Technologies

PyGame, Python

Credits

Per Rasmussen, Jacob Nielsen

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