Goal of this thesis is to design, compare and implement various approaches for multi-pipe screen-space effects.
In DLR’s Institute for Software Technology, an open source Virtual-Reality simulation of our Solar System is being developed. With sophisticated level-of-detail algorithms, high resolution digital elevation models and satellite imagery, entire planets and space missions can be explored in real-time. One important aspect of the software is the simulation of light. In outer space, light intensities cover an extremely wide luminance range. To convey this in Virtual Reality, glow effects are used to highlight screen areas of extraordinary brightness. However, these effects are typically calculated in screen-space – this makes it impossible that bright areas of one screen “bleed” onto an adjacent screen in a distributed multi-pipe rendering setup.
In the scope of this thesis, a survey on existing attempts for multi-pipe screen-space effects shall be performed. If necessary, novel approaches shall be designed. This may include efficient network communication between the individual clients of the distributed multi-pipe rendering system or changes to the rendering pipeline to include render bright objects outside the actual viewing frustum. The most promising approaches will be leveraged to a user-centered calculation: For full immersion, such effects should not be computed in screen-space but on the surface of a virtual sphere around the user. Finally, tests and benchmarks shall prove the efficiency of the implementation and the limitations of the approach shall be discussed in detail.
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Mr. Simon Schneegans
Institute for Software Technology
Phone: +49 531 295-2333