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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Parallell beräkning av omslutande volymer / Parallel Computation of Bounding Volumes

Winberg, Olov, Karlsson, Mattias January 2010 (has links)
<p>This paper presents techniques for speeding up commonly used algorithms forbounding volume (BV) computation, such as the AABB, sphere and k-DOP. Byexploiting the possibilities of parallelismin modern processors, the result exceedsthe expected theoretical result. The methods focus on data-level-parallelism(DLP) using Intel’s SSE instructions, for operations on 4 parallel independentsingle precision floating point values, with a theoretical speed-up factor of 4 ondata throughput. Still, a speed-up between 7–9 are shown in the computation ofAABBs and k-DOPs. For the computation of tight fitting spheres the speed-upfactor halts at approximately 4 due to a limiting data dependency. In addition,further parallelization by multithreading algorithms on multi-core CPUs showsspeed-up factors of 14 on 2 cores and reaching 25 on 4 cores, compared to nonparallel algorithms.</p>
2

Parallell beräkning av omslutande volymer / Parallel Computation of Bounding Volumes

Winberg, Olov, Karlsson, Mattias January 2010 (has links)
This paper presents techniques for speeding up commonly used algorithms forbounding volume (BV) computation, such as the AABB, sphere and k-DOP. Byexploiting the possibilities of parallelismin modern processors, the result exceedsthe expected theoretical result. The methods focus on data-level-parallelism(DLP) using Intel’s SSE instructions, for operations on 4 parallel independentsingle precision floating point values, with a theoretical speed-up factor of 4 ondata throughput. Still, a speed-up between 7–9 are shown in the computation ofAABBs and k-DOPs. For the computation of tight fitting spheres the speed-upfactor halts at approximately 4 due to a limiting data dependency. In addition,further parallelization by multithreading algorithms on multi-core CPUs showsspeed-up factors of 14 on 2 cores and reaching 25 on 4 cores, compared to nonparallel algorithms.
3

Task Parallelism For Ray Tracing On A Gpu Cluster

Unlu, Caglar 01 February 2008 (has links) (PDF)
Ray tracing is a computationally complex global illumination algorithm that is used for producing realistic images. In addition to parallel implementations on commodity PC clusters, recently, Graphics Processing Units (GPU) have also been used to accelerate ray tracing. In this thesis, ray tracing is accelerated on a GPU cluster where the viewing plane is divided into unit tiles. Slave processes work on these tiles in a task parallel manner which are dynamically assigned to them. To decrease the number of ray-triangle intersection tests, Bounding Volume Hierarchies (BVH) are used. It is shown that almost linear speedup can be achieved. On the other hand, it is observed that API and network overheads are obstacles for scalability.
4

Adaptive Bounding Volume Hierarchies for Efficient Collision Queries

Larsson, Thomas January 2009 (has links)
The need for efficient interference detection frequently arises in computer graphics, robotics, virtual prototyping, surgery simulation, computer games, and visualization. To prevent bodies passing directly through each other, the simulation system must be able to track touching or intersecting geometric primitives. In interactive simulations, in which millions of geometric primitives may be involved, highly efficient collision detection algorithms are necessary. For these reasons, new adaptive collision detection algorithms for rigid and different types of deformable polygon meshes are proposed in this thesis. The solutions are based on adaptive bounding volume hierarchies. For deformable body simulation, different refit and reconstruction schemes to efficiently update the hierarchies as the models deform are presented. These methods permit the models to change their entire shape at every time step of the simulation. The types of deformable models considered are (i) polygon meshes that are deformed by arbitrary vertex repositioning, but with the mesh topology preserved, (ii) models deformed by linear morphing of a fixed number of reference meshes, and (iii) models undergoing completely unstructured relative motion among the geometric primitives. For rigid body simulation, a novel type of bounding volume, the slab cut ball, is introduced, which improves the culling efficiency of the data structure significantly at a low storage cost. Furthermore, a solution for even tighter fitting heterogeneous hierarchies is outlined, including novel intersection tests between spheres and boxes as well as ellipsoids and boxes. The results from the practical experiments indicate that significant speedups can be achieved by using these new methods for collision queries as well as for ray shooting in complex deforming scenes.
5

Raytracing pro GPUEngine / Raytracing for GPUEngine

Novák, David January 2019 (has links)
The main goal of this thesis is ray tracing optimization, especially with the use of acceleration data structure. It'll be focused on discretion about various structure build strategies and their traversal. Different algorithms on the CPU and on the GPU will be implemented and compared in the thesis, specifically will be compared the speed of build and final structure quality, which have a direct influence on ray tracing performance. A ray tracing application will be implemented for the purpose of the acceleration structure quality test. A part with acceleration structure building will be added to GPUEngine library.
6

A Zoomable 3D User Interface using Uniform Grids and Scene Graphs

Rinne, Vidar January 2011 (has links)
Zoomable user interfaces (ZUIs) have been studied for a long time and many applications are built upon them. Most applications, however, only use two dimensions to express the content. This report presents a solution using all three dimensions where the base features are built as a framework with uniform grids and scene graphs as primary data structures. The purpose of these data structures is to improve performance while maintaining flexibility when creating and handling three-dimensional objects. A 3D-ZUI is able to represent the view of the world and its objects in a more lifelike manner. It is possible to interact with the objects much in the same way as in real world. By developing a prototype framework as well as some example applications, the usefulness of 3D-ZUIs is illustrated. Since the framework relies on abstraction and object-oriented principles it is easy to maintain and extend it as needed. The currently implemented data structures are well motivated for a large scale 3D-ZUI in terms of accelerated collision detection and picking and they also provide a flexible base when developing applications. It is possible to further improve performance of the framework, for example by supporting different types of culling and levels of detail
7

Vizualizace a uživatelské rozhraní pro řídicí systém divadelního jeviště / Visualization and User Interface for Theatre Stage Control System

Kobza, Lukáš January 2013 (has links)
This thesis deals with questions of modelling and 3D visualization. Also, it involves an overview of technical equipment on a theatre stage and control systems of this machinery with accent on user interface and all the interaction with staff. Afterwards, the main topic is the investigation of 3D visualization utilization technology in the field of theatre stage control systems and then the proposal and implementation of the theatre stage 3D visualization application follows in order to increase a clearness and safety of operation with the theatre control system.
8

Detekce kolize objektů v 3D prostoru / Collision detection in 3D space

Grulich, Jan January 2016 (has links)
Práce se zabývá detekcí kolizí v 3D simulačním prostoru. V první části jsou popsány nejpoužívanější algoritmy pro detekci, stejně jako některé knihovny hotových řešení. Druhá část práce obsahuje popis testovacího softwaru vytvořeného na základě knihovny OpenGL, včetně popisu důležitých částí. V poslední části práce jsou také prezentovány výsledky testování a porovnání vybraných algoritmů na vytvořených testovacích úlohách.

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