National Repository of Grey Literature 3 records found  Search took 0.00 seconds. 
Physically-based Cloud Rendering on GPU
Elek, Oskár ; Wilkie, Alexander (advisor) ; Křivánek, Jaroslav (referee)
The rendering of participating media is an interesting and important problem without a simple solution. Yet even among the wide variety of participating media the clouds stand out as an especially difficult case, because of their properties that make their simulation even harder. The work presented in this thesis attempts to provide a solution to this problem, and moreover, to make the proposed method to work in interactive rendering speeds. The main design criteria in designing this method were its physical plausibility and maximal utilization of specific cloud properties which would help to balance the complex nature of clouds. As a result the proposed method builds on the well known photon mapping algorithm, but modifies it in several ways to obtain interactive and temporarily coherent results. This is further helped by designing the method in such a way which allows its implementation on contemporary GPUs, taking advantage of their massively parallel sheer computational power. We implement a prototype of the method in an application that renders a single realistic cloud in interactive framerates, and discuss possible extensions of the proposed technique that would allow its use in various practical industrial applications.
Procedurally Generated Volumetric Cloudscapes for Unity
Koblížek, Jan ; Kahoun, Martin (advisor) ; Rittig, Tobias (referee)
Title: Procedurally Generated Volumetric Cloudscapes for Unity Author: Jan Koblı́žek Department: Department of Software and Computer Science Education Supervisor: Mgr. Martin Kahoun, Department of Software and Computer Science Edu- cation Abstract: The traditional approach to cloud rendering in computer games is based on static sky- boxes or a set of static textures. Volumetric clouds used to be too computationally expensive, but with advances in GPU performance, they were successfully used in recent gaming titles. This thesis presents an implementation of real-time volumetric clouds for the Unity game engine. Clouds are described by multiple textures (both 3-dimensional and 2-dimensional) and rendered using a ray marching algorithm. The resulting implementation allows three types of low altitude clouds - cumulus, stra- tocumulus and stratus. The user can seamlessly transition between different coverages, times of the day, and animate clouds based of the speed and direction of the wind. Clouds support advanced lighting effects such as casting soft shadows and sun shafts. Keywords: clouds, volumetric raymarching, real-time rendering, Unity (game engine) 1
Physically-based Cloud Rendering on GPU
Elek, Oskár ; Wilkie, Alexander (advisor) ; Křivánek, Jaroslav (referee)
The rendering of participating media is an interesting and important problem without a simple solution. Yet even among the wide variety of participating media the clouds stand out as an especially difficult case, because of their properties that make their simulation even harder. The work presented in this thesis attempts to provide a solution to this problem, and moreover, to make the proposed method to work in interactive rendering speeds. The main design criteria in designing this method were its physical plausibility and maximal utilization of specific cloud properties which would help to balance the complex nature of clouds. As a result the proposed method builds on the well known photon mapping algorithm, but modifies it in several ways to obtain interactive and temporarily coherent results. This is further helped by designing the method in such a way which allows its implementation on contemporary GPUs, taking advantage of their massively parallel sheer computational power. We implement a prototype of the method in an application that renders a single realistic cloud in interactive framerates, and discuss possible extensions of the proposed technique that would allow its use in various practical industrial applications.

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