Abstract

The increasing complexity of 3D meshes and growing disparity in performance between high and low-end hardware necessitates more efficient rendering techniques that do not sacrifice visual quality. To support as many hardware configurations as possible, producers of 3D content provide several resolutions of each mesh. Low-end hardware is typically restricted to low-resolution meshes to maintain performance similar to their high-end counterparts, sacrificing visual appeal. However, the presence of hardware tessellation in nearly all modern GPUs presents the opportunity to render high-resolution versions of simplified meshes on low-end hardware with little computational cost. Some research has been conducted into this opportunity, however, current solutions inadequately address the interactivity and dynamic nature of many modern rendering applications. We propose an improvement upon an existing simplification and tessellation method that enables view-dependent tessellation for increased performance in interactive rendering applications. By individually tessellating each primitive in a 3D mesh, per-primitive tessellation can be dynamically selected, which improves rendering performance and memory usage with a negligible decrease in visual quality.

Degree

MS

College and Department

Computational, Mathematical, and Physical Sciences; Computer Science

Rights

https://lib.byu.edu/about/copyright/

Date Submitted

2023-12-07

Document Type

Thesis

Handle

http://hdl.lib.byu.edu/1877/etd13456

Keywords

tessellation, graphics, realtime, rendering, mobile

Language

english

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