Complex geometries appearing in nature, like those of terrain or vegetation are challenging to model and render in real-time using incremental image synthesis. A method called KRS – Kernel Reflection Sequences proposed by Dr. László Szécsi, describes an efficient way to model and render such geometries.
In my thesis I elaborate on the further development of the KRS rendering algorithm, and the implementation of various additional features. First I describe the hardware and software environment, including both the Direct3D 11 and DirecCompute 5.0 API. Next I examine the process of modelling and rendering KRS geometries, then I expand on the details of the rendering method’s further optimization. Next I examine the implementation of numerous visual effects possible using the KRS renderer. I demonstrate the features via an underwater scenery built using KRS geometries.
Finally I compare the achieved results with the incremental image synthesis, and discuss the further extension possibilities.