Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite

dc.contributor.authorHögfeldt, Rurik
dc.contributor.departmentChalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers)sv
dc.contributor.departmentChalmers University of Technology / Department of Computer Science and Engineering (Chalmers)en
dc.date.accessioned2019-07-03T14:20:12Z
dc.date.available2019-07-03T14:20:12Z
dc.date.issued2016
dc.description.abstractThis thesis describes how real-time realistic and convincing clouds were implemented in the game engine Frostbite. The implementation is focused on rendering dense clouds close to the viewer while still supporting the old system for high altitude clouds. The new technique uses ray marching and a combination of Perlin and Worley noises to render dynamic volumetric clouds. The clouds are projected into a dome to simulate the shape of a planet's atmosphere. The technique has the ability to render from di erent viewpoints and the clouds can be viewed from both below, inside and above the atmosphere. The nal solution is able to render realistic skies with many di erent cloud shapes at di erent altitudes in real-time. This with completely dynamic lighting.
dc.identifier.urihttps://hdl.handle.net/20.500.12380/241770
dc.language.isoeng
dc.setspec.uppsokTechnology
dc.subjectInformations- och kommunikationsteknik
dc.subjectData- och informationsvetenskap
dc.subjectInformation & Communication Technology
dc.subjectComputer and Information Science
dc.titleConvincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite
dc.type.degreeExamensarbete för masterexamensv
dc.type.degreeMaster Thesisen
dc.type.uppsokH
local.programmeComputer systems and networks (MPCSN), MSc

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