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**

Conversion of Graphs to Polygonal Meshes from Jacob Nielsen on Vimeo.

**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**