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.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:liu-119992 |
Date | January 2015 |
Creators | Valter, Andreas |
Publisher | Linköpings universitet, Medie- och Informationsteknik, Linköpings universitet, Tekniska högskolan |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
Page generated in 0.0057 seconds