Children recently diagnosed with diabetes type 1 require lots of information and feel scared, alone and different. Most of the existing educational material is on paper. Games with relevant learning content are mainly small minigames in English. There is a need for more material with a focus on user needs, particularly learning-by-doing material. Peer support is known to be important for this user group. We present a concept for a social learning game that is engaging and fun for diabetic children.
Children diagnosed with diabetes type 1 are bombarded with information and have a hard time understanding it all. Existing information material consists mostly of brochures and textbooks, giving little opportunity for testing and trial-and-error without consequences. A social platform with learning games gives the children an opportunity to experiment and find peer support, which is important for coping with a life long disease.
Displacement Mapping is an effective technique for encoding the high levels of detail found in today's triangle based surface models. Extending the hardware rendering pipeline to be capable of handling displacement maps as geometric primitives, will allow highly detailed models to be constructed without requiring large numbers of triangles to be passed from the CPU to the graphics pipeline. We present a new approach based on recursive tessellation that adapts to the surface complexity described by the displacement map. We also ensure that the resolution of the displaced mesh is tessellated with respect to the current view point. Our tessellation scheme performs all tests only on triangle edges to avoid generating cracks on the displaced surface. The main decision for vertex insertion is based on two comparisons involving the average height surrounding the vertices and the normals at the vertices. Individually, the tests will fail to tessellate a mesh satisfactorily, but their combination achieves good results.We propose several additions to the typical hardware rendering pipeline in order to achieve displacement map rendering in hardware. The mesh tessellation is placed within the rendering pipeline so that we can take advantage of the pre-existing vertex transformation units to perform the setup calculations for our view dependent test. Our method adds only simple arithmetic and comparison operations to the graphics pipeline and makes use of existing units for calculations wherever possible.
Adaptive subdivision of triangular meshes is highly desirable for surface generation algorithms including adaptive displacement mapping in which a highly detailed model can be constructed from a coarse triangle mesh and a displacement map. The communication requirements between the CPU and the graphics pipeline can be reduced if more detailed and complex surfaces are generated, as in displacement mapping, by an adaptive tessellation unit which is part of the graphics pipeline. Generating subdivision surfaces requires a large amount of memory in which multiple arbitrary accesses are required to neighbouring vertices to calculate the new vertices. In this paper we present a meshing scheme and new architecture for the implementation of adaptive subdivision of triangular meshes that allows for quick access using a small memory making it feasible in hardware, while at the same time allowing for new vertices to be adaptively inserted. The architecutre is regular and characterized by an efficient data management that minimizes the data storage and avoids the wait cycles that would be associated with the multiple data accesses required for traditional subdivision. This architecture is presented as an improvement for adaptive displacement mapping algorithms, but could also be used for adaptive subdivision surface generation in hardware.
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