Some previous Master Thesis works and other projects performed within computer graphics at the institution



GPU-accelerated real-time stereo matching

PETER HILLERSTRÖM.
JUNE 2017. [PDF-report]



Comparing a Clipmap to a Sparse Voxel Octree for Global Illumination

ERIC ARNEBÄCK.
JUNE 2017. [PDF-report]



Real-TimeWater Animation and Rendering using Wavefront Parameter Interpolation

GUSTAV OLSSON.
APRIL 2017. [PDF-report]



Real-Time Adaptive Scalable Texture Compression for the Web

DANIEL OOM.
AUGUSTI 2016. [PDF-report]



Comparison between GPU and parallel CPU optimizations in viewshed analysis

TOBIAS AXELL and MATTIAS FRIDÉN.
AUGUSTI 2016. [PDF-report]



Seam Elimination in Free-Viewpoint Video

KARL BRISTAV.
AUGUSTI 2016. [PDF-report]



Convincing Cloud Rendering - An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite

RURIK HÖGFELDT.
AUGUSTI 2016. [PDF-report]



Generating Real Time Reflections by Ray Tracing Approximate Geometry

JOHAN FREDRIKSSON and ADAM SCOTT.
JUNE 2016. [PDF-report]



Global illumination for static and dynamic objects using light probes

JOHAN BOWALD.
JUNE 2016. [PDF-report]



Study of Convolution Algorithms using CPU and Graphics Hardware

MATZ JOHANSSON BERGSTRÖM.
SEPT 2012. [PDF-report]



Implementing a render plugin for 3ds Max using the Autodesk RapidRT path tracer

ERIK GUNNARSSON and MAGNUS OLAUSON.
JUNE 2012. [PDF-report]



Efficient GPU implementation of parameter estimation of a statistical model for online advertisement optimization

ALBIN LINDBÄCK.
JUNE 2012. [PDF-report]



Extending OGRE with Light Propagation Volumes

JOHAN ELVEK.
JUNE 2012. [PDF-report]



Virtual Texturing with WebGL

SVEN ANDERSSON and JHONNY GÖRANSSON.
2011. [PDF-report]



GPU Based Liquids and Surface Effects

DANIEL KVICK.
OCTOBER 2011. [PDF-report]



Simulation and Visualization of Hair for Real-Time Games

MATHIAS HÄLLMAN.
JUNE 2011. [PDF-report]



Interactive Real-Time Smoke Rendering

ROBERT LARSSON.
2010. [PDF-report]



Fast triangle rasterization using an irregular z-buffer on cuda

WEI ZHANG and IVAN MAJDANDZIC.
JUNE 2010. [PDF-report]



General purpose computing on graphics processing units using OpenCL

MATS JOHANSSON and OSKAR WINTER.
JUNE 2010. [PDF-report]



Manifold Contouring of an Adaptively Sampled Distance Field

ELIAS HOLMLID.
JUNE 2010. [PDF-report]



Realistic Ambient Occlusion in Real-Time

JOAKIM CARLSSON.
2010. [PDF-report]



Real-time Indirect Illumination

FREDRIK NORÉN and PATRIK SJÖLIN.
2010. [PDF-report]



Realistic rendering of organic materials

DAVID NORBERG.
JANUARY 2010. [PDF-report]

This report presents a case study of two techniques for rendering organic materials. Both techniques are examples of subsurface scattering algorithms. The first approximates single scattering in a multilayered material by ray march- ing and sampling a height field texture with the layers' depth information, while the second method approximates multiple scattering by using a blurred lightmap and multiple texture layers. The result of the implementations are given and both of the techniques suitability for the application of surgical simulation is ascertained.





Shotcrete Simulator

PETTER BÖRJESSON and MATTIAS THELL.
JUNE 2009. [PDF-report]



Generating Climbing Plants Using L-Systems

JOHAN KNUTZEN.
MARCH 2009 [PDF-report] [PDF-paper]

A novel method is proposed for procedurally generating climbing plants using L-systems. The goal is to generate geometry and textures for 3D-modelers, where procedurally generated content is used as a base for the final design. The algorithm is fast and efficiently simulates external tropisms such as gravitropism, heliotropism and other pseudo-tropisms. The structure of the generated climbing plants is discretized into strings of particles expressed using L-systems. The tips of the plant extend the branches by adding particles in its path, forming internodes. The tip holds the growth direction of an internode, and is affected by external factors such as scene objects and tropisms. A climbing heuristic has been developed that uses the environment as leverage when the plant is climbing, and effectively covers objects on which it grows. A fast method that sprouts leaves on the surface on which the plant is growing has also been developed, along with a heuristic that simulates the decrease in length, radius and leaf size.





Automatic Surface Reduction and Normal Correction in Large 3D Models

PER LINDSTRAND.
JANUARY 2009. [PDF-report]



Rendering Computer generated objects into photographs

ALFRED OLSSON.
2008. [PDF-report]



Procedural Generation of Natural Variations in Materials and Surfaces

JOHAN NILSSON.
2008. [PDF-report]



Procedural Generation of Indoor Environments

ALEXANDER DAHL and LARS RINDE.
2008. [PDF-report]



FPGA Assisted Ray Tracing

MARKUS BILLETER and OLA BÅNGDAHL.
2007. [PDF-report]



Developing a Graphical Post Processor

MARKUS GOBERT.
2007. [PDF-report]



Particle System Simulation and Rendering on the Xbox 360 GPU

SEBASTIAN SYLVAN.
MAY 2007 [PDF]

Particle systems are an important technique for rendering a certain class of “fuzzy” object in 3D graphics in general, and games in particular. This thesis presents a particle system simulated and rendered entirely on the GPU found in Microsoft’s Xbox 360® console, including sorting on the GPU to support correct rendering of non-commutative rendering modes, and geometry amplification for rendering non-point primitives.





TankAction - A 3D-Action Game with Network Capabilities

SEBASTIAN BJURMAN, DAVID KARLSSON, JOHAN KNUTZEN, SHAHROUZ ZOLFAGHARI.
MAY 2007 [PDF]

This bachelor thesis deals with the fundamental aspects of implementing a 3D computer game: real-time graphics, collision detection, game dynamics, network and design. We discuss our own solutions in relation to those used in contemporary games and in scientific papers. This thesis shows that an iterative, incremental software process is well suited to game development. We demonstrate that quite simple methods can provide adequate solutions to problems that arise in game development.




A COLLADA Viewer

Ricardo Ruiz Lopez.
MAY 2007 [download here] [or here]

This project is about developing (designing and programming) an open source application to load and visualize COLLADA files in real time using OpenGL.



Ray tracing Maya Hair and Fur

HENRIK RYDGÅRD.
April 2007 [PDF]

Rendering good-looking hair is regarded as a diffult problem in realistic computer graphics. This thesis presents work that was done to implement Maya’s interpretation of hair in Turtle, a commercial renderer, and contains some discussion of the various methods and tradeoffs that were used, and a number of suggestions for future work. The result was a working method for rendering Maya Hair and most aspects of Maya Fur. Performance is decent, although memory usage is on the high side.





Peocounter - People Counting Software

TRYGGVI BJÖRGVINSSON.
August 2006 [PDF]

This project originated around an idea to create embedded people counting devices, i.e. perform people counting directly on cameras. The application itself is based on analysing video streams from cameras in real time. The result is a platform independent library, with no user interface and devoid of any dependency on proprietary software.





Soft Shadow Volumes for Ray Tracing with Frustum Shooting

THORSTEN HARTER, MARKUS OSSWALD. Supervisor: Ulf Assarsson
February, 2006 [PDF]

We present a new variant of the algorithm of Laine et al. 2005 for rendering physically-based soft shadows in ray tracing-based renderers. Our method replaces the internal acceleration data structure, a variant of the hemicube, to store potential silhouette edges. Instead we use a kd-tree and different building, storing and accessing techniques. Compared to the original algorithm, these changes lower the memory consumption of the soft shadow calculation, but increase the running time. We tested all our modifications for running time, memory consumption and efficiency.





Real-Time Lighting with Dynamic Ambience Volume.

CHRISTIAN NILSSON, ALVAR JANSSON. Supervisor: Ulf Assarsson
March 11, 2006 [PDF in Swedish]

An implementation of real-time updated irradiance mapping in a full-scale production game environment is presented.The implementation is based on a spatial data structure combined with a spherical harmonic representation of ambient irradiance information.




Designing a Shading System

DAVID LARSSON. Supervisor: Ulf Assarsson
December 7, 2005 [PDF] [Slides]

This thesis focuses on the interaction between light sources and materials which is often called shading. It describes the design of the shading system implemented for the second version of the Turtle renderer that sup- ports the exibility and power of the Maya rendering packages shaders. It discusses different approaches to shading, how rendering of passes can be incorporated, multi threading issues and problems with secondary rays in shading systems.



Colour displays in wireless phones

DAVID FELDHUSEN, LUDVIG SVENSSON. Supervisor: Ulf Assarsson
December 7, 2005 [PDF]

The aim of this thesis work is to investigate hardware and software prerequisites for introducing colours displays and a graphical user interface (GUI) development software module. A prototype system is created in a test environment, including display hardware and development of a demo GUI software. Experiences from this work shows that one of the biggest issues of implementing a colour display is the update speed due to a large increase in pixel data. Furthermore, the complexity of the application determines what performance the display needs to have. Performance to consider can be e.g. resolution, colour depth and power consumption. Three GUI development programs using ANSI C or C++ are presented as the best alternatives. Differences lie mostly in graphical functions but they are similar in structure and easy to adapt for different hardware targets and OS.



Real-Time Rendering of Water Caustics Using Programmable Graphics Hardware

CHRISTOFFER SANDBERG, TOMAS FALEMO. Supervisor: Ulf Assarsson
April 19, 2005 [PDF]

In this paper we present an improved method for rendering refractive water caustics in real-time using modern graphics hardware. Our proposed method improves on earlier methods of volumetric rendering of caustics by allowing for arbitrary caustic receivers and non-planar light volumes. We accomplish this on commodity hardware by moving all caustic intensity calculations to programmable hardware shaders. In contrast to earlier implementations, the frame rate of our method is independent of the number of receivers.



Ray tracing fully implemented on programmable graphics hardware

Filip Karlsson, Carl Johan Ljungstedt Supervisor: Ulf Assarsson
January 2005 [PDF] [HOME]

This thesis investigates how to implement a ray tracer that executes all of its image rendering operations on a graphics card using pixel shaders and vertex shaders and to compare the performance of this implementation to standard ray tracer. This thesis will also show how a proximity cloud algorithm can increase performance compared to standard grid traversal when ray tracing on graphics hardware.



Real-Time Fluid Dynamics for Virtual Surgery

Lars Andersson. Supervisor: Ulf Assarsson
January 2005 [PDF] [HOME]

This thesis report documents the work performed to investigate and implement a number of algorithms for real-time visualization of blood and smoke in the context of virtual surgery applications. More specifically, the effects that we want to implement are blood squirting in free space, blood drops running down a surface, blood dissolving in a fluid and smoke generated by a tissue burning instrument. An uncoupled particle system rendered as a set of spheres is used for the blood splash and drip effects. Blood trails are rendered directly onto the surface texture. The simulation of blood dissolving in a fluid is based on a real-time approximation of the Navier-Stokes equations. It allows quite realistic real-time interaction with a fluid in two dimensions. The smoke effect is implemented as a simple particle system.



Sketchy Shade Strokes

Carl Johan Sörman, Jens Hult. Supervisor: Ulf Assarsson
February 2005 [PDF]

This thesis work presents an algorithm for rendering sketch based shade strokes on a 3- dimensional polygon model. Animation is an important component of our scheme, thus a lot of our work has been put into the construction of a robust temporally coherent rendering system. This has been made possible by the use of a Level of Detail structure. The model is analyzed while read into the program, extracting information such as curvature and principle directions, in order to present the model in a trustworthy manner and to bring out the features of the model. We have chosen to trade refined but few strokes for numerous expressive strokes, which produces an attractive overall picture. The algorithm is extendible in many directions and a few of these are discussed in this paper.



Brush Painting Algorithms

ERIKA JANSSON. Supervisor: Ulf Assarsson
February 2005 [PDF]

The objective of this project has been to investigate the possibilities provided by digital brushes. As a result of this investigation a set of digital brushes has been developed, implemented and optimized. In addition to the technological aspect one important aspect has also been to think about what kind of brushes will be useful and to design a graphical user interface that gives the user access to the developed brushes. The oil painting brush simulates how the brush not only uniformly applies a single color on the canvas but also smears around the wet paint on the canvas. Blur, sharpen, dodge, burn and smudge are a couple of special effects brushes that also have been implemented, all running at interactive frame rates. Blur and sharpen will simply blur or sharpen the area that the brush crosses while smudge will smear out the colors similarity to if a finger were dragged over a painting while the paints are still wet. The dodge and burn tools are taken from traditional photography and will lighten or darken the image.



Real-Time Volumetric Shadows in EON Studio

Jarl Lindrud and Henrik Löfgren. Supervisor: Ulf Assarsson and Tomas Akenine-Möller
June 18, 2004 [PDF]

The purpose of this thesis is to describe the implementation of realtime volumetric shadow algorithms in the virtual reality software EON Studio. The standard shadow volume algorithm is covered first, along with the modifications needed in order to handle occluders of arbitrary geometry. We also discuss the implementation of the recently presented penumbra wedge algorithm for volumetric soft shadows, though our conclusion is that this algorithm will need more hardware support before it can be used in a general setting such as EON Studio.



A Soft Shadow Rendering Framework in OpenGL

ULF BORGENSTAM, JONAS SVENSSON. Supervisor: Tomas Akenine-Möller and Ulf Assarsson
2004 [PDF] [HOME]

This thesis focuses on an OpenGL implementation of the soft shadow volume algorithm presented by Assarsson and Akenine-Möller. The algorithm extends the well-known shadow volume algorithm for hard shadows presented in 1977 by Crow, and consists of two passes. The first pass uses the classic shadow volume algorithm to generate hard shadows as an approximation of the umbra region; the second pass provides the softness of the shadow, the penumbra region. This is achieved by generating penumbra wedges and rasterizing them using a fragment program that computes the light intensity for each pixel from the uncovered area of the light source. The result of this thesis is an OpenGL implementation capable of real-time soft shadow volumes. The implementation produces high-quality shadows for area and volumetric light sources that cast properly on arbitrary surfaces. A simple load-balancing scheme that enables trade-off between quality and performance is also presented..