Hybridrendering för realtidsvattenkaustik : Teknik för skärmutrymme och strålspårning

Caustics are intricate light patterns formed as light passes through different media, undergoing refraction and reflection before converging on underwater surfaces. Simulating and rendering realistic water caustics remains a significant challenge in modern video games, especially in balancing striking visual effects with optimal performance. Common rendering algorithms, such as screen space techniques and real-time ray tracing, often exhibit limitations in either visual fidelity or performance efficiency. This thesis introduces a hybrid rendering algorithm that combines the strengths of screen space techniques and real-time ray tracing, aiming to mitigate the drawbacks of both methods while harnessing their advantages. The hybrid algorithm is developed using AMD’s Cauldron render framework, supporting both Vulkan and DX12, and evaluated on an NVIDIA GeForce RTX 2060 graphics card at a resolution of 1920x1080. The approach addresses intersection misses associated with screen space methods, enhancing visual effects. While the hybrid method may underperform in less complex scenes, its benefits become increasingly evident as scene complexity grows, fitting the performance needs from modern 3A video games.

Publication Details

Journal
KTH Publication Database DiVA (KTH Royal Institute of Technology)
Published
2025-01-01
Primary Topic
Computational Physics and Python Applications
Type
article
Field-Weighted Citation Impact
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article

Hybridrendering för realtidsvattenkaustik : Teknik för skärmutrymme och strålspårning

KTH Publication Database DiVA (KTH Royal Institute of Technology)
Computational Physics and Python Applications
article

Hybridrendering för realtidsvattenkaustik : Teknik för skärmutrymme och strålspårning

article en

Abstract

Caustics are intricate light patterns formed as light passes through different media, undergoing refraction and reflection before converging on underwater surfaces. Simulating and rendering realistic water caustics remains a significant challenge in modern video games, especially in balancing striking visual effects with optimal performance. Common rendering algorithms, such as screen space techniques and real-time ray tracing, often exhibit limitations in either visual fidelity or performance efficiency. This thesis introduces a hybrid rendering algorithm that combines the strengths of screen space techniques and real-time ray tracing, aiming to mitigate the drawbacks of both methods while harnessing their advantages. The hybrid algorithm is developed using AMD’s Cauldron render framework, supporting both Vulkan and DX12, and evaluated on an NVIDIA GeForce RTX 2060 graphics card at a resolution of 1920x1080. The approach addresses intersection misses associated with screen space methods, enhancing visual effects. While the hybrid method may underperform in less complex scenes, its benefits become increasingly evident as scene complexity grows, fitting the performance needs from modern 3A video games.

KTH Publication Database DiVA (KTH Royal Institute of Technology)
Openalex Percentile: Top 72%
Computational Physics and Python Applications
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