SMU Guildhall Graduate Catalog — 2023 C31 CATALOG | Page 102

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Vignesh Mohan
Software Development
Ray-Traced Global Illumination
The goal of my thesis was to develop a real-time ray tracing solution for Global Illumination . I utilized the DirectX12 DX ray tracing pipeline to simulate light transport and its interactions with objects within a game scene .
I spent approximately 350 hours working on this project . It helped me to look at graphics from a different perspective and provided a good understanding of modern graphics pipelines and how ray tracing works in contrast to rasterization .
My interest in this field stems from my time playing AAA games . Lighting is one of the most important aspects in creating realistic game feel . This , combined with my curiosity for graphics programming , led me to choose this project .
With advancements such as Global Illumination in Unreal Engine ’ s lumen and ray-traced overdrive mode in Cyberpunk 2077 , gaming graphics are improving at an incredible rate , and I am grateful to have been a part of it .
Global illumination using ray tracing involves stochastic sampling of light rays . This means that the final image is noisy and requires denoising . I used cosineweighted importance sampling as my sampling solution and Spatiotemporal Variance-Guided Filtering ( SVGF ) for my denoising . During the course of the project , I also had the chance to implement God rays using screen-space volumetric scattering .
102 SOFTWARE DEVELOPMENT