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dc.rights.licenseCC-BY-NC-ND
dc.contributor.advisorBikker, Jacco
dc.contributor.authorOosten, J.P. van
dc.date.accessioned2017-08-30T18:01:06Z
dc.date.available2017-08-30T18:01:06Z
dc.date.issued2017
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/27081
dc.description.abstractIn order to achieve a greater degree of visual fidelity, graphics programmers are constantly seeking methods to push the limits of what is possible in graphics hardware. In this thesis, we describe Volume Tiled Forward Shading, a new lighting technique based on Tiled and Clustered Forward Shading from Ola Olsson et. al. By constructing a Bounding Volume Hierarchy over the lights in the scene, we are able to demonstrate that a scene containing millions of light sources can be rendered in real-time using Volume Tiled Forward Shading. Volume Tiled Forward Shading proves to be a viable technique to achieve real-time frame rates in scenes containing many light sources.
dc.description.sponsorshipUtrecht University
dc.format.extent28120700
dc.format.mimetypeapplication/pdf
dc.language.isoen
dc.titleVolume Tiled Forward Shading
dc.type.contentMaster Thesis
dc.rights.accessrightsOpen Access
dc.subject.keywordsGraphics, Rendering, Lighting, Shading, Clustered, Tiled, Forward, Deferred, G-buffer, Geometry, Vertex, Pixel, Fragment, Volume
dc.subject.courseuuGame and Media Technology


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