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Harvard
Sundelius, D. (2015) Improving real time computer graphics quality using hybrid rendering. Göteborg : Chalmers University of Technology
BibTeX
@mastersthesis{
Sundelius2015,
author={Sundelius, David},
title={Improving real time computer graphics quality using hybrid rendering},
abstract={In computer graphics, there are two general approaches to achieve a picture that resembles
reality; rasterization and ray tracing. Rasterization is often used for real time
purposes. However, this approach makes it hard and costly to achieve some eects physically
correct, for instance re
ections and refractions. Ray tracing is a technique that is
usually used for oine rendering but makes it much simpler to achieve correct re
ections
and refractions. Hybrid rendering combines rasterization and ray tracing in a way that
tries to benet from both techniques. This thesis examine hybrid rendering solutions
for real time use in the graphics engine Ogre3D using the ray tracing platform Nvidia
Optix. The study has resulted in a plugin for Ogre3D that implements some of the usual
raytracing techniques and allows the user to mark some of the virtual scene to be ray
traced in real time, while the rest of the scene is rasterized.},
publisher={Institutionen för data- och informationsteknik (Chalmers), Chalmers tekniska högskola},
place={Göteborg},
year={2015},
keywords={computer graphics, rendering, ray tracing, hybrid rendering},
note={38},
}
RefWorks
RT Generic
SR Electronic
ID 215172
A1 Sundelius, David
T1 Improving real time computer graphics quality using hybrid rendering
YR 2015
AB In computer graphics, there are two general approaches to achieve a picture that resembles
reality; rasterization and ray tracing. Rasterization is often used for real time
purposes. However, this approach makes it hard and costly to achieve some eects physically
correct, for instance re
ections and refractions. Ray tracing is a technique that is
usually used for oine rendering but makes it much simpler to achieve correct re
ections
and refractions. Hybrid rendering combines rasterization and ray tracing in a way that
tries to benet from both techniques. This thesis examine hybrid rendering solutions
for real time use in the graphics engine Ogre3D using the ray tracing platform Nvidia
Optix. The study has resulted in a plugin for Ogre3D that implements some of the usual
raytracing techniques and allows the user to mark some of the virtual scene to be ray
traced in real time, while the rest of the scene is rasterized.
PB Institutionen för data- och informationsteknik (Chalmers), Chalmers tekniska högskola,
LA eng
LK http://publications.lib.chalmers.se/records/fulltext/215172/215172.pdf
OL 30