Spelling suggestions: "subject:"[een] CLOUD RENDERING"" "subject:"[enn] CLOUD RENDERING""
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A rendering method for simulated emission nebulaeCarlson, Adam January 2011 (has links)
Emission nebulae are some of the most beautiful stellar phenomena. The newly formed hot stars inside the nebulae ionize the surrounding gas making it glow in variety of colors. The focus of this work is to find a method for interactive rendering of simulated emission nebulae. A rendering program has been developed to render and generate nebulae. The emission light color is evaluated as a function of the accumulated density between the gas and the ionizing star. The rendering program can render a large variety of nebulae from any viewpoint with interactive performance on PC hardware. The method proposed in this work is visually accurate to real nebulae.
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Assessing Image Quality Impact of View Bypass in Cloud RenderingStephen A. Stamm (5930873) 15 May 2019
<p>The accessibility and flexibility of mobile devices make them
an advantageous platform for gaming, but there are hardware limitations that
impede the rendering of high-quality graphics. Rendering complex graphics on a
mobile device typically results in a delayed image, also known as latency, and is a great discomfort for users of any
real-time rendering experience. This study tests the image stream optimization
View Bypass within a cloud gaming architecture, surpassing this imposing
limitation by processing the high-quality game render on a remote computational
server. A two sample for
means test is performed to determine significance between two treatments:
the control group without the View Bypass algorithm and the experimental group
rendering with the View Bypass algorithm. A SSIM index score is calculated
comparing the disparity between the remote server image output and the final
mobile device image output after optimizations have been performed. This score
indicates the overall image structural integrity difference between the two
treatments and determines the quality and effectiveness of the tested
algorithm.</p>
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Physically-based Cloud Rendering on GPU / Physically-based Cloud Rendering on GPUElek, Oskár January 2011 (has links)
The rendering of participating media is an interesting and important problem without a simple solution. Yet even among the wide variety of participating media the clouds stand out as an especially difficult case, because of their properties that make their simulation even harder. The work presented in this thesis attempts to provide a solution to this problem, and moreover, to make the proposed method to work in interactive rendering speeds. The main design criteria in designing this method were its physical plausibility and maximal utilization of specific cloud properties which would help to balance the complex nature of clouds. As a result the proposed method builds on the well known photon mapping algorithm, but modifies it in several ways to obtain interactive and temporarily coherent results. This is further helped by designing the method in such a way which allows its implementation on contemporary GPUs, taking advantage of their massively parallel sheer computational power. We implement a prototype of the method in an application that renders a single realistic cloud in interactive framerates, and discuss possible extensions of the proposed technique that would allow its use in various practical industrial applications.
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[en] HYBRID CLOUD RENDERING FOR INDUSTRIAL-PLANT CAD MODELS / [pt] RENDERIZAÇÃO HÍBRIDA NA NUVEM PARA MODELOS CAD DE PLANTAS INDUSTRIAISANDRE DE SOUZA MOREIRA 14 August 2020 (has links)
[pt] Os modelos CAD de plantas industriais desempenham um papel importante no gerenciamento de projetos de engenharia. Apesar dos avanços do poder computacional nas últimas décadas, a renderização destes modelos continua sendo um desafio devido à sua complexidade e ao grande volume de dados. Diferentes áreas da computação obtiveram êxito ao adotar serviços na nuvem para processar dados massivos. Contudo, quando se trata de rendering na nuvem, ainda há uma deficiência destes serviços para modelos CAD. Neste trabalho, propomos uma arquitetura de rendering híbrido na nuvem para modelos CAD, dividindo a tarefa de renderização entre o cliente e servidor. Além da diminuição da sobrecarga do servidor, esta abordagem garante ao sistema maior resiliência a variações de latência da rede. Neste trabalho também é introduzido um algoritmo de seleção de carga de trabalho baseada em metaheurística para determinar o conjunto de objetos a ser desenhado no lado do cliente. Nossos resultados demonstram que a metodologia proposta permite a visualização eficiente de modelos CAD massivos mesmo em condições adversas, como clientes com dispositivos limitados e latência alta na conexão. Por fim, discutimos as oportunidades de pesquisa restantes para renderização em nuvem, abrindo caminhos para melhorias futuras. / [en] Industrial-plant CAD models play an important role in engineering project management. Despite the advances in computing power in past decades, rendering these models remains challenging due to their complexity and large data volume. Different areas of computing have succeeded in adopting cloud services to process massive data. However, when it comes to cloud rendering, there is still a lack of cloud rendering services for CAD models. In this paper, we propose a hybrid cloud rendering architecture for CAD models, dividing the rendering task between client and server. In addition to reducing server overhead, this approach affords greater resilience to the system against variations of network latency. Finally, this work also introduces a metaheuristic-based workload selection algorithm to determine the set of objects to be drawn on the client side. Our results demonstrate that the proposed methodology allows efficient visualization of massive CAD models even under adverse conditions such as clients with limited devices and high connection latency. Lastly, we discuss remaining research opportunities for cloud rendering, opening avenues for future improvements.
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