Snabbare volymmoln med GPU-baserad frikopplad ray marching : Portering av en Monte Carlo-baserad volymrenderingsmetod till en AAA-spelmotor för öppna världar

Rendering volumetric cloudscapes in real-time is computationally intensive, yet essential for open-world games. The high cost of real-time volumetric cloud rendering primarily stems from the ray marching algorithm, a volume rendering method characterized by a time complexity of O(n2). An alternative approach in CPU rendering, known as Decoupled Ray Marching [11], optimizes the original algorithm, reducing its complexity to O(n log n) by decoupling the computation of in-scattering from transmittance and incorporating importance sampling to approximate the final color. The main contribution of this thesis is the adaptation of Kulla’s Decoupled Ray Marching algorithm for GPU execution inside Avalanche’s Apex Game Engine. This study effectively demonstrates that Kulla’s decoupled ray marching algorithm can be successfully implemented on the GPU, resulting in significant rendering time reductions of up to 30% compared to standard ray marching. However, further research will be necessary to address issues related to noise and optimized GPU memory access.

Publication Details

Journal
KTH Publication Database DiVA (KTH Royal Institute of Technology)
Published
2025-01-01
Primary Topic
Military Technology and Strategies
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Snabbare volymmoln med GPU-baserad frikopplad ray marching : Portering av en Monte Carlo-baserad volymrenderingsmetod till en AAA-spelmotor för öppna världar

KTH Publication Database DiVA (KTH Royal Institute of Technology)
Military Technology and Strategies
article

Snabbare volymmoln med GPU-baserad frikopplad ray marching : Portering av en Monte Carlo-baserad volymrenderingsmetod till en AAA-spelmotor för öppna världar

article en

Abstract

Rendering volumetric cloudscapes in real-time is computationally intensive, yet essential for open-world games. The high cost of real-time volumetric cloud rendering primarily stems from the ray marching algorithm, a volume rendering method characterized by a time complexity of O(n2). An alternative approach in CPU rendering, known as Decoupled Ray Marching [11], optimizes the original algorithm, reducing its complexity to O(n log n) by decoupling the computation of in-scattering from transmittance and incorporating importance sampling to approximate the final color. The main contribution of this thesis is the adaptation of Kulla’s Decoupled Ray Marching algorithm for GPU execution inside Avalanche’s Apex Game Engine. This study effectively demonstrates that Kulla’s decoupled ray marching algorithm can be successfully implemented on the GPU, resulting in significant rendering time reductions of up to 30% compared to standard ray marching. However, further research will be necessary to address issues related to noise and optimized GPU memory access.

KTH Publication Database DiVA (KTH Royal Institute of Technology)
Openalex Percentile: Top 37%
Military Technology and Strategies
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Snabbare volymmoln med GPU-baserad frikopplad ray marching : Portering av en Monte Carlo-baserad volymrenderingsmetod till en AAA-spelmotor för öppna världar · KTH Publication Database DiVA (KTH Royal Institute of Technology) (2025) | TGRS Research Map | TGRS