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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

DirectX12: A Resource Heap Type Copying Time Analysis

Törnblom, Simon, Hellman, Pontus January 2020 (has links)
Background The API DirectX 12 allows programmers to have more control over the GPUs memory management. This includes the ability to allocate resources on different types of memory heaps. But there is a lack of research on how these heap types affect the copying performance. Objectives The aim of this thesis is to benchmark the copying performance of the different heap types in DirectX 12 when increasing the data size. The heaps are tested with the three types of command queue that can be used to execute commands to the GPU. Method To answer our research question, a DirectX 12 prototype was implemented and used to copy increasing amount of data between different heap types. The copy operations were also combined with three different types of command queues to see if these have any impact on the performance. The tests ran on three different Nvidia graphic cards on the same computer setup, both to validate our results but also to spot any potential differences. Results The results from this study show that there is a difference in copying speed when copying data between resources that have been allocated on different heap types. The fastest to slowest were as follows: Default to Default, Upload to Default / Default to Readback and Upload to Readback. Using different types of command queues did not have an impact on performance with the exception of when data was copied from Default to Default on an RTX 2080. All of the tests that were carried out showed that the copying time scaled linearly with the data size. Conclusion This study shows the importance of allocating resources on the most suitable heap as there is a difference in copying time between them. In contrast, was the choice of command queue less important as this had no impact on performance in the majority of the tests. The results also show that the copying time scales linearly with the data size.
2

A Physically Based Pipeline for Real-Time Simulation and Rendering of Realistic Fire and Smoke / En fysiskt baserad rörledning för realtidssimulering och rendering av realistisk eld och rök

He, Yiyang January 2018 (has links)
With the rapidly growing computational power of modern computers, physically based rendering has found its way into real world applications. Real-time simulations and renderings of fire and smoke had become one major research interest in modern video game industry, and will continue being one important research direction in computer graphics. To visually recreate realistic dynamic fire and smoke is a complicated problem. Furthermore, to solve the problem requires knowledge from various areas, ranged from computer graphics and image processing to computational physics and chemistry. Even though most of the areas are well-studied separately, when combined, new challenges will emerge. This thesis focuses on three aspects of the problem, dynamic, real-time and realism, to propose a solution in form of a GPGPU pipeline, along with its implementation. Three main areas with application in the problem are discussed in detail: fluid simulation, volumetric radiance estimation and volumetric rendering. The weights are laid upon the first two areas. The results are evaluated around the three aspects, with graphical demonstrations and performance measurements. Uniform grids are used with Finite Difference (FD) discretization scheme to simplify the computation. FD schemes are easy to implement in parallel, especially with ComputeShader, which is well supported in Unity engine. The whole implementation can easily be integrated into any real-world applications in Unity or other game engines that support DirectX 11 or higher.
3

Zobrazování voxelových scén pomocí ray tracingu v reálném čase / Rendering of Voxel-Based Scenes Using Real-Time Ray Tracing

Menšík, Jakub January 2021 (has links)
The aim of this work was to create a program to visualize voxel scenes in real time using ray tracing. It included the study of various methods of such a rendering with a focus on shadows. The solution was created using Unity engine and experimental packages Unity Jobs and Burst. The thesis presents multiple ray tracing passes and SVGF technique, that is used to turn a noisy input into full edge-preserving image. The final program is able to render hard shadows, soft shadows, and ambient occlusion at speed of fifty frames per second.

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