dc.rights.license | CC-BY-NC-ND | |
dc.contributor.advisor | Telea, Alex | |
dc.contributor.author | Winther, Rosalie de | |
dc.date.accessioned | 2023-10-31T00:01:35Z | |
dc.date.available | 2023-10-31T00:01:35Z | |
dc.date.issued | 2023 | |
dc.identifier.uri | https://studenttheses.uu.nl/handle/20.500.12932/45454 | |
dc.description.abstract | Volumetric 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.sponsorship | Utrecht University | |
dc.language.iso | EN | |
dc.subject | Volumetric data structures for real-time ray tracing | |
dc.title | Volumetric data structures for real-time ray tracing | |
dc.type.content | Master Thesis | |
dc.rights.accessrights | Open Access | |
dc.subject.keywords | raytracing; 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.courseuu | Game and Media Technology | |
dc.thesis.id | 25609 | |