dc.rights.license | CC-BY-NC-ND | |
dc.contributor | Xander Hermans
Jacco Bikker
Alex Telea | |
dc.contributor.advisor | Bikker, Jacco | |
dc.contributor.author | Hermans, Xander | |
dc.date.accessioned | 2022-07-16T00:00:57Z | |
dc.date.available | 2022-07-16T00:00:57Z | |
dc.date.issued | 2022 | |
dc.identifier.uri | https://studenttheses.uu.nl/handle/20.500.12932/41773 | |
dc.description.abstract | Recent work by Bitterli et al. combines previous techniques such as
weighted reservoir sampling and resampled importance sampling
into an algorithm called ReSTIR capable of rendering of scenes
illuminated by many dynamic lights in real-time. We introduce
Voxel ReSTIR, an algorithm derived from ReSTIR tailored to voxel
worlds, and compare it to ReSTIR. We explore the performance of
the algorithms in different settings. We show that that both our
point light and area light algorithms perform better in terms of
speed and quality than ReSTIR in the same setting. Our algorithm
is suitable for GPU implementation and we are able to achieve near
real-time performance on consumer level hardware. | |
dc.description.sponsorship | Utrecht University | |
dc.language.iso | EN | |
dc.subject | Recent work by Bitterli et al. combines previous techniques such as
weighted reservoir sampling and resampled importance sampling
into an algorithm called ReSTIR capable of rendering of scenes
illuminated by many dynamic lights in real-time. We introduce
Voxel ReSTIR, an algorithm derived from ReSTIR tailored to voxel
worlds, and compare it to ReSTIR. | |
dc.title | The effectiveness of the ReSTIR technique when ray tracing a voxel world | |
dc.type.content | Master Thesis | |
dc.rights.accessrights | Open Access | |
dc.subject.keywords | ReSTIR;many lights;dynamic lights;real time;ray tracing | |
dc.subject.courseuu | Game and Media Technology | |
dc.thesis.id | 5762 | |