Stíny pomocí metody sledování paprsků v reálném čase

Abstract

This thesis shows ways of implementing hybrid rendering engine based on classic rasterization algorithms mixed with raytracing methods to provide realistically rendered scenes in real time. Main focus of this thesis is computing soft shadows generated from surface light sources and time evaluation of methods used for achieving satisfactory results. This work also contains summary of applied modern solutions for obtaining raytraced shadows in real-time.

Description

Subject(s)

Computer graphics, raytracing, rasterization, raytraced soft shadows, real-time, hybrid renderer, OpenGL, OptiX

Citation