Matching Items (2)
Filtering by

Clear all filters

149744-Thumbnail Image.png
Description
The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Advances in modern graphics hardware now allow the rendering of parametric methods. This thesis explores various smooth surface rendering methods that can be integrated into the video game graphics engine. Moving over to parametric or smooth

The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Advances in modern graphics hardware now allow the rendering of parametric methods. This thesis explores various smooth surface rendering methods that can be integrated into the video game graphics engine. Moving over to parametric or smooth surfaces from the polygonal domain has its share of issues and there is an inherent need to address various rendering bottlenecks that could hamper such a move. The game engine needs to choose an appropriate method based on in-game characteristics of the objects; character and animated objects need more sophisticated methods whereas static objects could use simpler techniques. Scaling the polygon count over various hardware platforms becomes an important factor. Much control is needed over the tessellation levels, either imposed by the hardware limitations or by the application, to be able to adaptively render the mesh without significant loss in performance. This thesis explores several methods that would help game engine developers in making correct design choices by optimally balancing the trade-offs while rendering the scene using smooth surfaces. It proposes a novel technique for adaptive tessellation of triangular meshes that vastly improves speed and tessellation count. It develops an approximate method for rendering Loop subdivision surfaces on tessellation enabled hardware. A taxonomy and evaluation of the methods is provided and a unified rendering system that provides automatic level of detail by switching between the methods is proposed.
ContributorsAmresh, Ashish (Author) / Farin, Gerlad (Thesis advisor) / Razdan, Anshuman (Thesis advisor) / Wonka, Peter (Committee member) / Hansford, Dianne (Committee member) / Arizona State University (Publisher)
Created2011
189274-Thumbnail Image.png
Description
Structural Magnetic Resonance Imaging analysis is a vital component in the study of Alzheimer’s Disease pathology and several techniques exist as part of the existing research conducted. In particular, volumetric approaches in this field are known to be beneficial due to the increased capability to express morphological characteristics when compared

Structural Magnetic Resonance Imaging analysis is a vital component in the study of Alzheimer’s Disease pathology and several techniques exist as part of the existing research conducted. In particular, volumetric approaches in this field are known to be beneficial due to the increased capability to express morphological characteristics when compared to manifold methods. To aid in the improvement of the field, this paper aims to propose an intrinsic volumetric conic system that can be applied to bounded volumetric meshes to enable a more effective study of subjects. The computation of the metric involves the use of heat kernel theory and conformal parameterization on genus-0 surfaces extended to a volumetric domain. Additionally, this paper also explores the use of the ’TetCNN’ architecture on the classification of hippocampal tetrahedral meshes to detect features that correspond to Alzheimer’s indicators. The model tested was able to achieve remarkable results with a measured classification accuracy of above 90% in the task of differentiating between subjects diagnosed with Alzheimer’s and normal control subjects.
ContributorsGeorge, John Varghese (Author) / Wang, Yalin (Thesis advisor) / Hansford, Dianne (Committee member) / Gupta, Vikash (Committee member) / Arizona State University (Publisher)
Created2023