Essays about: "frostbite"

Showing result 1 - 5 of 6 essays containing the word frostbite.

  1. 1. Automatic LOD selection

    University essay from Linköpings universitet/Medie- och InformationsteknikLinköpings universitet/Tekniska högskolan

    Author : Isabelle Forsman; [2017]
    Keywords : LOD; Level of detail; LOD transitions; Datateknik; Datateknik;

    Abstract : In this paper a method to automatically generate transition distances for LOD, improving image stability and performance is presented. Three different methods were tested all measuring the change between two level of details using the spatial frequency. READ MORE

  2. 2. Dynamic real-time scene voxelization and an application for large scale scenes

    University essay from Linköpings universitet/Medie- och InformationsteknikLinköpings universitet/Tekniska högskolan

    Author : Andreas Valter; [2015]
    Keywords : Voxelization; GPU; ACG; Computer Graphics; Computer games; Computer science; Media technology; Medieteknik; MT; thesis; Andreas Valter; Valter; CPU; Real time; Direct X; DX11; HLSL;

    Abstract : This report describes a basic implementation of scene voxelization within the Frostbite engine created by EA Frostbite. The algorithm supports dynamic scenes by voxelizing in real-time using the Graphical Programming Unit. The voxel grid is stored inside a buffer with a binary representation using clip mapping and multiple levels of detail. READ MORE

  3. 3. A TEMPORAL STABLE DISTANCE TO EDGE ANTI-ALIASING TECHNIQUE FOR GCN ARCHITECTURE

    University essay from Blekinge Tekniska Högskola/Institutionen för kreativa teknologier

    Author : Jonas Alexander Göransson; [2015]
    Keywords : Anti-Aliasing; Temporal Stability; GCN; Xbox One; Playstation 4; High Performance; Frostbite; Distance to Edge; Deferred Rendering;

    Abstract : Context. Aliasing artifacts are a present problem in both the game industryand the movie industry. With the GCN (Graphics Core Next) architectureused on both new generation of consoles; Xbox One and Playstation 4, aunified Anti-Aliasing solution can be constructed with high performance,temporal stable edges and satisfying visual fidelity. READ MORE

  4. 4. Realtidsrendering av försimulerade partiklar

    University essay from Linköpings universitet/Medie- och InformationsteknikLinköpings universitet/Tekniska högskolan

    Author : Nathalie Ek; [2014]
    Keywords : particles; rendering; presimulated;

    Abstract : This master thesis presents a method for real-time streaming of pre-simulated particle systems. The particle systems are simulated offline in any software and then saved as an Alembic file. This Alembic file is then imported into Frostbite and can be loaded at run-time. READ MORE

  5. 5. Per-face parameterization for Texture Mapping of Geometry in Real-Time

    University essay from Linköpings universitet/Medie- och InformationsteknikLinköpings universitet/Tekniska högskolan

    Author : Johan Noren; [2014]
    Keywords : meshcolors; mesh; colors; uv; texture; texturemapping; parametrization; dice; frostbite; mt; Datateknik; Datateknik;

    Abstract : We investigate the mesh colors method for per-face parameterization for texture-mapping of geometry, implemented in the game engine Frostbite 3, for the purpose of evaluating the method compared to traditional texture-mapping in a real-time application. Traditional UV-mapping often causes discontinuities which commonly results in visible seams in the end results. READ MORE