AbstractsEngineering

Optimized Graphics for Handheld Real-time CG Applications

by Robin Powell




Institution: Uppsala University
Department:
Year: 2014
Keywords: 3D; game; art; mobile devices; graphic optimization; 3D models; GPU; CPU; Engineering and Technology; Other Engineering and Technologies; Media Engineering; Teknik och teknologier; Annan teknik; Mediateknik; Humanities; Arts; Design; Humaniora; Konst; Design; Game Design and Graphics; Speldesign och grafik
Record ID: 1339942
Full text PDF: http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-225831


Abstract

The purpose of this theoretical thesis is to research the problem: producing optimized content for handheld real-time CG applications. This thesis is based on existing literature studiesregarding the subject. It will explore the topic on how to deal with draw calls, shaderoptimizations, hard/smooth edges and how engines deal with polygons and textures and howthis correlates with current technical limitations of current game engines for handheld realtime applications such as the iPhone. On these grounds, the thesis will expand on the subject of how those topics affect the hardware; more specifically targeted the GPU and CPU onmobile devices. Today, the hardware used on mobile devices on the market is limited; it is important tounderstand that a lot of factors come in to play and making optimization a part of the design, not a final step regarding the creation of content is vital when creating CG applications formobile devices. A closer look at the available evidences suggests that when dealing with the limited resources available every performance aspect should be closely looked into. It is vital to optimize the content and correlate your game budget accordingly to the marketed device. In the end it will make for a better game. This thesis sheds a light on the development strategiesfor CG applications on handheld devices.