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Real Time Volumetric Ray Marching with Ordered Dithering: Reducing required samples for ray marched volumetric lighting on the GPU
KTH, School of Electrical Engineering and Computer Science (EECS).
2018 (English)Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
Abstract [en]

Volumetric Lighting is a collective term for visual phenomena that occur due to how light interacts inside so-called participating media, and it accounts for many recognizable effects such as fog or light shafts. Because it isvery computationally expensive, it has been an importantproblem within computer graphics to calculate volumetriclighting, both accurately and efficiently.

Ray Marching is a technique that has been used extensively in non real-time applications to compute volumetriclighting and has recently been adapted for real time applications by use of the GPU. In this thesis we implement andevaluatevolumetric ray marching with ordered dithering.

The results show how ordered dithering yields significant performance improvements, retaining high quality while lowering the number of samples. We conclude that with ordered dithering, volumetric ray marching is a suitable approach for real time volumetric ray marching on the GPU and we discuss both important additional optimizationsand how ordered dithering will likely remain important in future ray marching implementations.

Abstract [sv]

Volumetriskt ljus är en term som beskriver visuella fenomen som uppstår från hur ljus interagerar inuti material som kan bära ljus. Hur ljuset absorberas eller ändrar riktning då det färdas igenom material ger upphov till många bekanta fenomen såsom dimma, moln eller eld. Eftersom volumetriskt ljus är dyrt att beräkna så har det varit ett viktigt problem inom datorgrafik hur man effektivt simulerar denna typ av ljustransport.

Ray Marching är en metod som har använts mycket inom bland annat filmindustrin där man inte har en hård gräns på beräkningstiden, men metoden har med hjälp av grafikkortets parallelliseringsförmåga också börjat appliceras för realtidsapplikationer såsom datorspel. I denna rapport så utforskar vi en optimeringsmetod till grafikkortsbaserad ray marching som kallas för ordered dithering.

Resultaten visar hur optimeringsmetoden ger stor prestandaförbättring genom att placera samplingspunkter mer effektivt, utan signifikant försämring av kvalité. Resultaten styrker hur den valda algoritmen är en lämplig algoritm för att åstadkomma volumetriskt ljus i realtid. Vi diskuterar också hur optimeringsmedoten troligtvis även i framtiden kommer spela en viktig roll i att nå acceptabel prestandainom grafikkortsbaserad ray marching.

Place, publisher, year, edition, pages
2018.
Series
TRITA-EECS-EX ; 2018:773
National Category
Computer Systems
Identifiers
URN: urn:nbn:se:kth:diva-240619OAI: oai:DiVA.org:kth-240619DiVA, id: diva2:1273389
External cooperation
Fatshark Games
Subject / course
Computer Technology and Graphic Programming
Educational program
Master of Science in Engineering - Computer Science and Technology
Supervisors
Examiners
Available from: 2019-01-09 Created: 2018-12-20 Last updated: 2019-01-09Bibliographically approved

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CiteExportLink to record
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Citation style
  • apa
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