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Real time global illumination using the GPUBengtsson, Morgan January 2010 (has links)
Global illumination is an important factor when striving for photo realism in computergraphics. This thesis describes why this is the case, and why global illumination is considered acomplex problem to solve. The problem becomes even more demanding when considering realtime purposes. Resent research has proven it possible to produce global illumination in realtime. Therefore the subject of this thesis is to compare and evaluate a number of those methods. An implementation is presented based on the Imperfect shadow maps method, which per se isbased on instant radiosity and reflective shadow maps. The implementation is able to renderplausible global illumination effects in real time, for fully dynamic scenes. With conclusions that while it demonstrably is possible to provide believable global illum-ination in real time, it is not without shortcomings. In every case approximations or restrictionshas to be done to some extent, sometimes leading to wrong results. Though in most cases, notvisually unpleasing by a great deal. The final conclusion is that global illumination is possible on current hardware, with believablequality and good speed. Showing great potential for future implementations on next generationof hardware.
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Light Propagation Volumes / Light Propagation VolumesMikulica, Tomáš January 2015 (has links)
This thesis deals with problem of computation of global illumination in real-time. Two methods are described. Namely Reflective Shadow Maps and Light Propagation Volumes. The first of them deals with the problem by using extended Shadow Mapping algorithm. The second one uses scene embedded into a 3D grid together with Spherical harmonics to compute light propagation in the scene. Furthermore this thesis contains results of measurement of the rendering speed of the Light Propagation Volumes algorithm with various settings on several machines. Quality of the resulting output of the algorithm is also evaluated.
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Light Propagation Volumes / Light Propagation VolumesRůžička, Tomáš January 2016 (has links)
The aim of master thesis is to describe different calculation of global illumination methods including Light Propagation Volumes. All three steps of LPV calculation are widely described: injection, propagation and rendering. It is also proposed several custom extensions improving graphics quality of this method. Two parts of design and implementation are focused on scene description, rendering system, shadow rendering, implementation of LPV method and proposed extensions. As conclusion, measurement and several images of application are presented, followed by comparison in environment with diffenent parameters, thesis summary with evaluation of achieved results and suggestions of further improvements.
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