You're viewing the personal website of Frederik Aalund—a software engineer from Denmark. I graduated in early 2015 from the Technical University of Denmark (DTU). I'm currently working with two fellow DTU-graduates on a real-time bacteria sensor. I do everything from the embedded data processing in the sensor itself to the big data analysis of the collective sensors' data in the cloud. Currently, this website consists of my academic work on real-time rendering. Scroll down to see what I did doing my studies at DTU!

Real-time Rendering Using Layered Depth Maps

A layered depth map is an extension of the well-known depth map used in rasterization. Multiple layered depth maps can be used as a coarse scene representation. We develop two global illumination methods which use said scene representation. The first is an interactive ambient occlusion method. The second is an interactive single-bounce indirect lighting method based on photon differentials. All of this is implemented in a rasterization-based pipeline.

A Comparative Study of Screen-Space Ambient Occlusion Methods

In this report we present a comparison between six screen-space ambient occlusion (SSAO) methods. The aim is to compare their strengths and weaknesses and ultimately to find a superior method. The methods are chosen to differ algorithmically to get the broadest overview as possible. We find that a method known as Alchemy AO is the superior approach. The report also includes discussions of topics related to the field of ambient occlusion in general.