Sökning: "Ambient Occlusion"

Visar resultat 1 - 5 av 11 uppsatser innehållade orden Ambient Occlusion.

  1. 1. Real-time Ray Traced Ambient Occlusion and Animation : Image quality and performance of hardware- accelerated ray traced ambient occlusion

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Fabian Waldner; [2021]
    Nyckelord :Ambient occlusion; ray tracing; real-time; animation; Ambient ocklusion; strålspårning; realtid; animation;

    Sammanfattning : Recently, new hardware capabilities in GPUs has opened the possibility of ray tracing in real-time at interactive framerates. These new capabilities can be used for a range of ray tracing techniques - the focus of this thesis is on ray traced ambient occlusion (RTAO). LÄS MER

  2. 2. Real-time Raytracing and Screen-space Ambient Occlusion

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Pooria Ghavamian; [2019]
    Nyckelord :;

    Sammanfattning : This paper investigates the advances in real-time ambient occlusion (AO). Topics discussed are state-of-the-art screen-space techniques and raytraced ambient occlusion. LÄS MER

  3. 3. Comparison Between Two DifferentScreen Space Ambient OcclusionTechniques

    Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för kreativa teknologier

    Författare :Johan Törn; [2017]
    Nyckelord :Ambient Occlusion; Comparison; Visual Difference;

    Sammanfattning : Context. In this project a comparison between two screen space ambientocclusion techniques are presented. The techniques are Scalable AO (SAO)and Multiresolution SSAO (MSSAO) since they both are techniques thatuse mipmaps to accelerate their calculations. Objectives. LÄS MER

  4. 4. Dynamic real-time scene voxelization and an application for large scale scenes

    Master-uppsats, Linköpings universitet/Medie- och Informationsteknik; Linköpings universitet/Tekniska högskolan

    Författare :Andreas Valter; [2015]
    Nyckelord :Voxelization; GPU; ACG; Computer Graphics; Computer games; Computer science; Media technology; Medieteknik; MT; thesis; Andreas Valter; Valter; CPU; Real time; Direct X; DX11; HLSL;

    Sammanfattning : This report describes a basic implementation of scene voxelization within the Frostbite engine created by EA Frostbite. The algorithm supports dynamic scenes by voxelizing in real-time using the Graphical Programming Unit. The voxel grid is stored inside a buffer with a binary representation using clip mapping and multiple levels of detail. LÄS MER

  5. 5. Improving Baked Textures as a Content Creator

    Kandidat-uppsats, Blekinge Tekniska Högskola/Sektionen för datavetenskap och kommunikation

    Författare :Robin Karlsson; [2013]
    Nyckelord :Texture-baking; normalmaps; pipeline;

    Sammanfattning : Problems. This thesis will look at texture-baking for games and the various problems that surrounds it. The problems discussed include topics such as tangent basis synchronization and improving bakes by using methods such as cages, smoothing groups splits, etc. Motivation. LÄS MER