University - Master's Thesis: Error-Aware Adaptive Voxel Raytracing
Introduction and testing of a custom octree raytracing algorithm to be able to handle high variance within a production dataset from Horizon Zero Dawn.
- University Thesis
- HLSL
- Octree Raytracing
- DirectX 12
- C++
About this project
The main issue for state of the art, adaptive voxel octree raytracing algorithms is high variance within a dataset. If variance is not captured by the first rendering iteration, there is no way for an adaptive renderer to know about it and to achieve a higher quality. The only possibility to handle this is by calculating the error done by using the LOD system of the octree during traversal and to adjust sampling accordingly. This thesis introduces a new rendering algorithm that does just that and it is tested on a production dataset from Horizon: Zero Dawn.
Special thanks to Guerrilla Games and AMD for supporting this thesis!
You can get the thesis here: Master Thesis





