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Dynamic real-time scene voxelization and an application for large scale scenes / Dynamisk voxelisering av stora 3D-miljöer

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.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:liu-119992
Date January 2015
CreatorsValter, Andreas
PublisherLinköpings universitet, Medie- och Informationsteknik, Linköpings universitet, Tekniska högskolan
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

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