Sökning: "ray marching"

Visar resultat 1 - 5 av 7 uppsatser innehållade orden ray marching.

  1. 1. The Speed of Clouds : Utilizing Adaptive Sampling to Optimize a Real-Time Volumetric Cloud Renderer

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

    Författare :Emrik Hydén; [2023]
    Nyckelord :Volumetric clouds; Ray marching; Bilinear interpolation; Adaptive sampling; Unity3D; Volymetriska moln; Ray marching; Bilinjär interpolering; Adaptiv sampling; Unity3D;

    Sammanfattning : Volumetric clouds are often used in video games in order to improve the realism or graphical quality of the game. However, in order to achieve real-time rendered clouds, optimizations have to be implemented as part of the rendering algorithm. LÄS MER

  2. 2. Real-time View-dependent Triangulation of Infinite Ray Cast Terrain

    Uppsats för yrkesexamina på avancerad nivå, Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Författare :Fritjof Cavallin; Timmie Pettersson; [2019]
    Nyckelord :terrain; rendering; triangulation;

    Sammanfattning : Background. Ray marching is a technique that can be used to render images of infinite terrains defined by a height field by sampling consecutive points along a ray until the terrain surface is intersected. However, this technique can be expensive, and does not generate a mesh representation, which may be useful in certain use cases. Objectives. LÄS MER

  3. 3. Real Time Volumetric Ray Marching with Ordered Dithering : Reducing required samples for ray marched volumetric lighting on the GPU

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

    Författare :Philip Sköld; [2018]
    Nyckelord :;

    Sammanfattning : Volumetric Lighting is a collective term for visual phenomena that occur due to how light interacts inside so-called participating media, and it accounts for many recognizable effects such as fog or light shafts. Because it isvery computationally expensive, it has been an importantproblem within computer graphics to calculate volumetriclighting, both accurately and efficiently. LÄS MER

  4. 4. Real-time rendering of volumetric clouds

    Master-uppsats, Umeå universitet/Institutionen för datavetenskap

    Författare :Fredrik Häggström; [2018]
    Nyckelord :;

    Sammanfattning : A common cloud-rendering implementation in computer-games is based on having a library of cloud-images. However, recent development has shown that it is possible to implement 3-dimensional volumetric clouds on current consumer hardware. LÄS MER

  5. 5. Real-Time Rendering of Volumetric Clouds

    Uppsats för yrkesexamina på avancerad nivå, Lunds universitet/Institutionen för datavetenskap

    Författare :Rikard Olajos; [2016]
    Nyckelord :Clouds; Real-time rendering; Volumetric ray marching; Cellular noise; Deferred shading; Technology and Engineering;

    Sammanfattning : Rendering volumetric clouds is a compute-intensive process which makes it difficult to use in real-time applications. At the same time, the need for volumetric clouds is evident as game developers look for new places to increase the realism of their games. LÄS MER