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dc.rights.licenseCC-BY-NC-ND
dc.contributorXander Hermans Jacco Bikker Alex Telea
dc.contributor.advisorBikker, Jacco
dc.contributor.authorHermans, Xander
dc.date.accessioned2022-07-16T00:00:57Z
dc.date.available2022-07-16T00:00:57Z
dc.date.issued2022
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/41773
dc.description.abstractRecent 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.sponsorshipUtrecht University
dc.language.isoEN
dc.subjectRecent 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.titleThe effectiveness of the ReSTIR technique when ray tracing a voxel world
dc.type.contentMaster Thesis
dc.rights.accessrightsOpen Access
dc.subject.keywordsReSTIR;many lights;dynamic lights;real time;ray tracing
dc.subject.courseuuGame and Media Technology
dc.thesis.id5762


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