Generating Real Time Reflections by Ray Tracing Approximate Geometry

dc.contributor.authorFredriksson, Johan
dc.contributor.authorScott, Adam
dc.contributor.departmentChalmers tekniska högskola / Institutionen för tillämpad informationsteknologi (Chalmers)sv
dc.contributor.departmentChalmers University of Technology / Department of Applied Information Technology (Chalmers)en
dc.date.accessioned2019-07-03T14:20:41Z
dc.date.available2019-07-03T14:20:41Z
dc.date.issued2016
dc.description.abstractRendering 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.
dc.identifier.urihttps://hdl.handle.net/20.500.12380/242141
dc.language.isoeng
dc.relation.ispartofseriesMaster thesis - Department of Applied Information Technology, Chalmers University of Technology, Göteborg, Sweden : 2016:123
dc.setspec.uppsokHumanitiesTheology
dc.subjectMänniska-datorinteraktion (interaktionsdesign)
dc.subjectHuman Computer Interaction
dc.titleGenerating Real Time Reflections by Ray Tracing Approximate Geometry
dc.type.degreeExamensarbete för masterexamensv
dc.type.degreeMaster Thesisen
dc.type.uppsokH
local.programmeInteraction design and technologies (MPIDE), MSc
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