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Title: | REALTIME RAYTRACING AND WATERTIGHTNESS IN MOBILE GPU ARCHITECTURES |
Authors: | SINGH, JASMEET |
Keywords: | REALTIME RAYTRACING WATERTIGHTNESS MOBILE GPU ACCELERATION STRUCTURES |
Issue Date: | 2020 |
Publisher: | DELHI TECHNOLOGICAL UNIVERSITY |
Series/Report no.: | TD - 5234; |
Abstract: | The folks who are in computer graphics and have dedicated their valuable time and resources to this industry are quite aware of the term Ray Tracing and recent proliferation in realtime raytracing . Ray tracing delivers visual effects that are second to none except reality itself and imitates Realtime visual graphics. ray tracer provides platform and tools for developers on “how a particular 3-Dimensional scene is created”. Traditionally a strategy named Rasterization was used in rending images, but it lacked level of realism such as shadows and reflections and was computationally cheaper as well. Imagine a scene having different vehicles in a war zone scenario of a gameplay. If we render this frame using traditional rasterization, we would be observing that the detailing such as fire raging in between the vehicles and reflections of fire from adjacent vehicles and details such as broken glasses would be not that accurate in rasterization. On contrary if we render this scene with Ray tracing the level of detailing will be presented realistically on the screen. The reason behind this is that the Ray tracing algorithm mimics the actual properties of light rays such as reflections and refractions. Its main purpose is not just to make prettier images but to have a fundamental impact on game play. Example is there are enemies approaching and are Main character of the game due to ray tracing surrounding our refectory when the player can easily identify them and intercept them. Recent trends have shown major research and development in computer graphics and most of it is associated with proliferation of Ray tracing algorithms in terms of accurate Ray primitive intersections and ray box intersections. So, we will be discussing different Ray triangle algorithms in our thesis work, Raytracing in modern day graphics pipeline, different strategies to make raytracing quicker (acceleration structures) and its close Association with the hardware aspects of VLSI design flow from algorithm level(design specifications) to the transistor level. |
URI: | http://dspace.dtu.ac.in:8080/jspui/handle/repository/18430 |
Appears in Collections: | M.E./M.Tech. Electronics & Communication Engineering |
Files in This Item:
File | Description | Size | Format | |
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FINAL_thesis_report_modified.pdf | 1.75 MB | Adobe PDF | View/Open |
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