Conversion of Graphs to Polygonal Meshes

by Jacob Nielsen9. 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.


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


1) Graph

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

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



DirectX 10, Geometry Shader, C++, HLSL



Jacob Nielsen



Master Thesis (PDF - 2.08 mb)

Terrain rendering using displacement mapping

by Jacob Nielsen7. 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.


Terrain Rendering using Displacement Mapping from Per Rasmussen on Vimeo.





Per Rasmussen, Jacob Nielsen