dc.rights.license | CC-BY-NC-ND | |
dc.contributor.advisor | Bikker, Jacco | |
dc.contributor.author | Casteren, August van | |
dc.date.accessioned | 2023-07-07T00:01:18Z | |
dc.date.available | 2023-07-07T00:01:18Z | |
dc.date.issued | 2023 | |
dc.identifier.uri | https://studenttheses.uu.nl/handle/20.500.12932/44128 | |
dc.description.abstract | Rendering caustics within the real-time realm has recently become possible. While adaptive
anisotropic photon scattering is capable of rendering high quality caustics with tight time
constraints, the previous understanding of the method was lacking in several aspects. In this article,
we report on the performance, features and limitations of AAPS. Two of these problem areas are
aliasing and indirect visibility and we propose solutions for them. Aliasing can be significantly
reduced at a low cost. Indirect visibility can also be solved in real-time, but the cost of doing so using
our method is significantly higher than AAPS on its own. | |
dc.description.sponsorship | Utrecht University | |
dc.language.iso | EN | |
dc.subject | AAPS's Real-time caustic rendering has been improved in two ways:
- Indirectly visible caustics are added
- Aliasing is reduced
In addition, we provide guidance and clarity on the process of implementing AAPS. | |
dc.title | Extending AAPS for higher quality caustic rendering | |
dc.type.content | Master Thesis | |
dc.rights.accessrights | Open Access | |
dc.subject.courseuu | Game and Media Technology | |
dc.thesis.id | 18427 | |