Due to lack of time this page rarely gets updated, since nowadays I run my own business and have a full time job besides that. It is more likely that I'll just blog about tech news, but here are two projects from back in the days when I was a student with way too much spare time and no worries on my mind ;-)
Multi-Resolution Volume Rendering of Large Medical Data Sets on the GPU.
Master's thesis work in the field of medicine visualization, performed at Sectra-Imtec AB.
This thesis implements a state-of-the-art volume rendering technique developed at the University of Linkoping at ITN by Ljung et al. A framework was implemented to handle multi-resolution volumes in the commercial PACS product developed by Sectra-Imtec, consisting of a pre-processing and a real-time pipeline. The main objective of the thesis was to increase the render quality by using the available texture memory on the GPU as efficiently as possible. The course of action was designed to first create the efficient volume representation in the pre-processing step and then implement two separate sampling techniques. During the process I developed an algorithm to select the level of detail for a region which gave very pleasing results. The development environment was visual studio 2005 with C# in .NET 3.0 and DirectX9 with HLSL Shader Model 3.0 for the GPU-programming.
Thesis Report (PDF, 6.24 mb)
Terrain Generator
Real-Time Procedural Programming
The scene is completely procedural, no static images are used at all. The terrain is built up from a heightmap, shaddowmap, colormap and procedural cellular noise. Clouds are made of fractal sums of Perlin noise, and the water implements the Fresnel-effect i.e. a lookup table is used to determine the reflection and refraction ratio. The terrain mesh is optimized by basing it on a view dependent quadtree structure.
Project Report (PDF, 682.71 kb)
Terrain Movie (AVI, 4.74 mb)
Quadtree Movie (AVI, 6.44 mb)