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)
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)
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
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.
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