Efficient and Dynamic Atmospheric Scattering
dc.contributor.author | Bodare, Gustav | |
dc.contributor.author | Sandberg, Edvard | |
dc.contributor.department | Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers) | sv |
dc.contributor.department | Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers) | en |
dc.date.accessioned | 2019-07-03T13:30:49Z | |
dc.date.available | 2019-07-03T13:30:49Z | |
dc.date.issued | 2014 | |
dc.description.abstract | This thesis explores the physical background of atmospheric lightscattering, as well as the modeling and implementation of a physically based sky renderingsystem.We build upon existing state of the art research to develop a fast and memory-efficient technique,viable for use in AAA games. Our mathematical model extends previous work by including the contribution of ozone, an important addition for a realistic sky.A new method used for the calculations of aerialperspective is suggested to provide higher quality.By utilizing the high parallelizability of the GPU,we show how precomputed scattering tables can be updated dynamically to provide transitions between atmospheric weather conditions with minimal impact on real time performance. | |
dc.identifier.uri | https://hdl.handle.net/20.500.12380/203057 | |
dc.language.iso | eng | |
dc.setspec.uppsok | Technology | |
dc.subject | Data- och informationsvetenskap | |
dc.subject | Computer and Information Science | |
dc.title | Efficient and Dynamic Atmospheric Scattering | |
dc.type.degree | Examensarbete för masterexamen | sv |
dc.type.degree | Master Thesis | en |
dc.type.uppsok | H | |
local.programme | Computer science – algorithms, languages and logic (MPALG), MSc |
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