Generating Real Time Reflections by Ray Tracing Approximate Geometry
Ladda ner
Typ
Examensarbete för masterexamen
Master Thesis
Master Thesis
Program
Interaction design and technologies (MPIDE), MSc
Publicerad
2016
Författare
Fredriksson, Johan
Scott, Adam
Modellbyggare
Tidskriftstitel
ISSN
Volymtitel
Utgivare
Sammanfattning
Rendering reflections in real time is important for realistic modern games. A common way to provide reflections is by using environment mapping. This method is not an accurate way to calculate reflections and it consumes a lot of memory space. We propose a method of ray tracing approximate geometry in real time. By using approximate geometry it can be kept simple and the size of the bounding volume hierarchy will have a lower memory impact. The ray tracing is performed on the GPU and the bounding volumes are pre built on the CPU using surface area heuristics. The triangle intersection data is pre calculated in order to keep the run time costs low. The method is implemented and tested on the Frostbite game engine.
Beskrivning
Ämne/nyckelord
Människa-datorinteraktion (interaktionsdesign) , Human Computer Interaction