Some known examples of usage in games:
• Millions of lights: Doom (2016), Just Cause 3, ...
• Airlight: Fallout 4, NVIDIA SDK, ...
• Shadows: Splinter Cell, Sim City, Infamous 2, ...
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Projects:
- Compression with Sparse Voxel DAGs.
- Free Viewpoint Video.
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GPGPU - Modern graphics cards can be viewed as Shared memory multiprocessor systems with hundreds of small computational processing units working with thousands of threads. The fact that the speed of GPUs has doubled in speed about each year, which is a significantly faster pace than for CPUs, and that GPUs often are cheaper in terms of flops, makes them highly interesting to utilize for industrial computations. The memory system works differently than in a standard computer and coherent memory accesses is imperative for achieving maximum performance. The research group is specializing in parallelizing algorithms for one or more GPUs.
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- Hard and Soft Shadows - While real-time hard shadows typically is considered to be very fast to compute and therefore a nearly solved problem, the two popular solutions shadow maps and shadow volumes still suffer from aliasing/biasing and high fillrate demands respectively. The goal is to achieve algorithms allowing alias-free shadows from hundreds of light source in real-time. Furthermore, current solutions for artifact-free soft shadows in real-time are still highly computationally demanding, which requires further research. In addition, we have focused on how to compute shadows in hair and fur in real-time, which is imperative for a realistic appearance.
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- GPU Ray Tracing - While scene-hierarchies are very well explored,
ray hierarchies are nearly unexplored. Ray hierarchies can be orders of magnitudes faster to construct, which is interesting for dynamic scenes.
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