<p>Real-time global illumination has been a very important topic
and is widely used in game industry. Previous offline rendering requires a
large amount of time to converge and reduce the noise generated in Monte Carlo
method. Thus, it cannot be easily adapted in real-time rendering. Using voxels
in the field of global illumination has become a popular approach. While a
naïve voxel grid occupies huge memory in video card, a data structure called <i>sparse
voxel octree</i> is often implemented in order to reduce memory cost of voxels
and achieve efficient ray casting performance in an interactive frame rate. </p>
<p>However, rendering of voxels can cause block effects due to
the nature of voxel. One solution is to increase the resolution of voxel so
that one voxel is smaller than a pixel on screen. But this is usually not
feasible because higher resolution results in higher memory consumption. Thus,
most of the global illumination methods of SVO (sparse voxel octree) only use
it in visibility test and radiance storage, rather than render it directly.
Previous research has tried to incorporate SVO in ray tracing, radiosity
methods and voxel cone tracing, and all achieved real-time frame rates in
complex scenes. However, most of them only focus on static scenes and does not
consider dynamic updates of SVO and the influence of it on performance.</p>
<p>In this thesis, we will discuss the tradeoff of multiple
classic real-time global illumination methods and their implementations using
SVO. We will also propose an efficient approach to dynamic update SVO in
animated scenes. The deliverables will be implemented in CUDA 11.0 and OpenGL.</p>
Identifer | oai:union.ndltd.org:purdue.edu/oai:figshare.com:article/14495901 |
Date | 06 May 2021 |
Creators | Yucong Pan (10710867) |
Source Sets | Purdue University |
Detected Language | English |
Type | Text, Thesis |
Rights | CC BY 4.0 |
Relation | https://figshare.com/articles/thesis/Dynamic_Update_of_Sparse_Voxel_Octree_Based_on_Morton_Code/14495901 |
Page generated in 0.0022 seconds