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  4. Screen space cone tracing for glossy reflections
 
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2015
Bachelor Thesis
Title

Screen space cone tracing for glossy reflections

Abstract
Indirect lighting (also Global Illumination (GI)) is an important part of photo-realistic imagery and has become a widely used method in real-time graphics applications, such as Computer Aided Design (CAD), Augmented Realtiy (AR) and video games. Path tracing can already achieve photorealism by shooting thousands or millions of rays into a 3D scene for every pixel, which results in computational overhead exceeding real-time budgets. However, with modern programmable shader pipelines, a fusion of ray-casting algorithms and rasterization is possible, i.e. methods, which are similar to testing rays against geometry, can be performed on the GPU within a fragment (or rather pixel-) shader. Nevertheless, many implementations for real-time GI still trace perfect specular reflections only. In this Bachelor thesis the advantages and disadvantages of different reflection methods are exposed and a combination of some of these is presented, which circumvents artifacts in the rendering and provides a stable, temporally coherent image enhancement. The benefits and failings of this new method are clearly separated as well. Moreover the developed algorithm can be implemented as pure post-process, which can easily be integrated into an existing rendering pipeline. The core idea of this thesis has been presented as a poster at SIGGRAPH 2014 [Hermanns and Franke, 2014].
Thesis Note
Darmstadt, TU, Bachelor Thesis, 2015
Author(s)
Hermanns, Lukas
Advisor(s)
Kuijper, Arjan  orcid-logo
Fraunhofer-Institut für Graphische Datenverarbeitung IGD  
Franke, Tobias
Fraunhofer-Institut für Graphische Datenverarbeitung IGD  
Publishing Place
Darmstadt
DOI
10.24406/publica-fhg-280424
File(s)
N-336466.pdf (46.03 MB)
Rights
Under Copyright
Language
English
Fraunhofer-Institut für Graphische Datenverarbeitung IGD  
Keyword(s)
  • realtime 3D graphics

  • global illumination

  • shaders

  • ray casting

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