Abstract

Object jittering is an issue that arises when rendering objects at large distances from the scene's origin. This challenge arises in software that focuses on rendering realistically scaled planetary systems and games which simulate large open world environments. While there are several techniques in common use that aim to manage jittering, they come with performance tradeoffs. We propose a new technique that combines GPU based emulated double arithmetic with impostor rendering. Our technique aims to eliminate object jittering while maintaining reasonable performance.

Publication Date

8-7-2026

Document Type

Thesis

Student Type

Graduate

Degree Name

Computer Science (MS)

Department, Program, or Center

Computer Science, Department of

College

Golisano College of Computing and Information Sciences

Advisor

Joe Geigel

Advisor/Committee Member

Reynold Bailey

Advisor/Committee Member

Warren Carithers

Campus

RIT – Main Campus

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