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dc.rights.licenseCC-BY-NC-ND
dc.contributor.advisorTelea, Alex
dc.contributor.authorWinther, Rosalie de
dc.date.accessioned2023-10-31T00:01:35Z
dc.date.available2023-10-31T00:01:35Z
dc.date.issued2023
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/45454
dc.description.abstractVolumetric effects such as clouds, explosions, smoke, and fog are important scene elements for computer games. While these can be efficiently handled in a rasterizer, path tracers typically struggle to render them efficiently. In this thesis we provide the required prior knowledge to think about the different trade-offs of volume data structures, and we provide a specialized implementation for compressed density data. The resulting data structure reduces the voxel data memory footprint by a factor of 8 to 16 times over 16-bit floating point values. This is achieved by utilizing a novel method of storing density data in block-compressed textures and deduplicating homogeneous nodes. These methods allow us to store animation sequences in game-ready asset sizes and render them at real-time frame rates.
dc.description.sponsorshipUtrecht University
dc.language.isoEN
dc.subjectVolumetric data structures for real-time ray tracing
dc.titleVolumetric data structures for real-time ray tracing
dc.type.contentMaster Thesis
dc.rights.accessrightsOpen Access
dc.subject.keywordsraytracing; pathtracing; ray tracing; path tracing; volumetric; volumetrics; data structures; datastructures; vdb; volume; traverse research; compression; kmeans; k means; clustering; block compression; textures; gpu; graphics processing unit; breda; graphics; computer graphics; delta tracking; disney; grid; octree; sparse; dag; directed acyclic graph; brick map; traversal; bit mask; assets; animation; games; movies; rendering; simulation;
dc.subject.courseuuGame and Media Technology
dc.thesis.id25609


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