Dynamic real-time scene voxelization and an application for large scale scenes
Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesisAlternative title
Dynamisk voxelisering av stora 3D-miljöer (Swedish)
This report describes a basic implementation of scene voxelization within the Frostbite engine created by EA Frostbite. The algorithm supports dynamic scenes by voxelizing in real-time using the Graphical Programming Unit. The voxel grid is stored inside a buffer with a binary representation using clip mapping and multiple levels of detail. An ambient occlusion algorithm is implemented to show the benefits of the structure. Results from running the application within the engine is presented, both with figures showing the resulting image and timings for diifferent parts of the algorithm. Several future improvements to make the algorithm more competitive is presented as well.
Place, publisher, year, edition, pages
2015. , 38 p.
Voxelization, GPU, ACG, Computer Graphics, Computer games, Computer science, Media technology, Medieteknik, MT, thesis, Andreas Valter, Valter, CPU, Real time, Direct X, DX11, HLSL
Media and Communication Technology
IdentifiersURN: urn:nbn:se:liu:diva-119992ISRN: LiU-ITN-TEK-A-15/015-SEOAI: oai:DiVA.org:liu-119992DiVA: diva2:838978
Subject / course