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Real-time screen space reflections and refractions using sparse voxel octrees

Nilsson, Filip LU (2015) In LU-CS-EX 2015-09 EDA920 20151
Department of Computer Science
Abstract
This thesis explores the data structure known as sparse voxel octree and how
it can improve the performance of real-time ray tracing. While ray tracing is
an excellent way of producing realistic effects in computer graphics it is also
very computationally heavy. Its use in real-time applications such as games
and simulators is therefore limited since the hardware must be able to render
enough frames per second to satisfy the users. The purpose of an octree is to
reduce the amount of intersection tests each ray needs significantly. This thesis
will explain the many challenges when implementing and using an octree, and
also how to solve them. This includes both how to build the tree using various
tests and then also how to use it... (More)
This thesis explores the data structure known as sparse voxel octree and how
it can improve the performance of real-time ray tracing. While ray tracing is
an excellent way of producing realistic effects in computer graphics it is also
very computationally heavy. Its use in real-time applications such as games
and simulators is therefore limited since the hardware must be able to render
enough frames per second to satisfy the users. The purpose of an octree is to
reduce the amount of intersection tests each ray needs significantly. This thesis
will explain the many challenges when implementing and using an octree, and
also how to solve them. This includes both how to build the tree using various
tests and then also how to use it with a ray tracer to produce reflections and
refractions in real time. (Less)
Please use this url to cite or link to this publication:
author
Nilsson, Filip LU
supervisor
organization
course
EDA920 20151
year
type
H3 - Professional qualifications (4 Years - )
subject
keywords
Sparse octree, voxel, ray tracer, reflection, refraction
publication/series
LU-CS-EX 2015-09
ISSN
1650-2884
language
English
id
5384546
date added to LUP
2015-05-13 09:34:56
date last changed
2015-05-13 09:34:56
@misc{5384546,
  abstract     = {{This thesis explores the data structure known as sparse voxel octree and how
it can improve the performance of real-time ray tracing. While ray tracing is
an excellent way of producing realistic effects in computer graphics it is also
very computationally heavy. Its use in real-time applications such as games
and simulators is therefore limited since the hardware must be able to render
enough frames per second to satisfy the users. The purpose of an octree is to
reduce the amount of intersection tests each ray needs significantly. This thesis
will explain the many challenges when implementing and using an octree, and
also how to solve them. This includes both how to build the tree using various
tests and then also how to use it with a ray tracer to produce reflections and
refractions in real time.}},
  author       = {{Nilsson, Filip}},
  issn         = {{1650-2884}},
  language     = {{eng}},
  note         = {{Student Paper}},
  series       = {{LU-CS-EX 2015-09}},
  title        = {{Real-time screen space reflections and refractions using sparse voxel octrees}},
  year         = {{2015}},
}