Real-time screen space reflections and refractions using sparse voxel octrees
(2015) In LU-CS-EX 2015-09 EDA920 20151Department 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:
http://lup.lub.lu.se/student-papers/record/5384546
- author
- Nilsson, Filip LU
- supervisor
- organization
- course
- EDA920 20151
- year
- 2015
- 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}}, }