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Design of Low-cost Rendering Engine for 3D Stereoscopic GraphicsLin, Shih-ming 14 February 2011 (has links)
In order to realize the advanced graphics rendering algorithms which tends to become more complex and flexible, more and more graphics processor units (GPU) include a micro-processor-like core to support the programmable shading capability. However, since the number of cycles spent in the fragment shader in programmable GPU will vary with different applications, the hardware implementation of the remaining fixed function of the graphics rendering flow becomes not trivial because the suitable target throughput is hard to set. In addition, the data transfer between the shader processor and other hardware fixed-function modules will also represent a big overhead. Therefore, this thesis focuses on realizing the rasterization, which is a very important fixed rendering function, and proposes a pure-software solution that can be executed by the shader processor. The pure-software rasterization requires 98 cycles in setup-stage, and an average of 13 cycles per pixel in interpolation-stage. To further accelerate this rasterization, this thesis also proposes an hardware-software codesign which uses a embedded scan-conversion unit to cooperate with the shader processor. This unit costs about 8.5K gates, which occupies only 1.7% of the entire GPU, but can help reduce more than 30% cycles compared with the pure-software approach in the test-benches used in this thesis. The other contribution of this thesis is to implement the stereoscopic graphic rendering function. To provide stereoscopic effect, the graphic rendering system has to run the entire rendering flow for additional passes to generate the results from different views. However, this thesis will embed an additional code in the fragement shader to adjust the x-coordinate position generated by vertex shader to avoid the additional running pass of the vertex shader.
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GPU-ASSISTED RENDERING OF LARGE TREE-SHAPED DATA SETSMangalvedkar, Pallavi Ramachandra 27 November 2007 (has links)
No description available.
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An Embedded Shading LanguageQin, Zheng January 2004 (has links)
Modern graphics accelerators have embedded programmable components in the form of vertex and fragment shading units. Current APIs permit specification of the programs for these components using an assembly-language level interface. Compilers for high-level shading languages are available but these read in an external string specification, which can be inconvenient.
It is possible, using standard C++, to define an embedded high-level shading language. Such a language can be nearly indistinguishable from a special-purpose shading language, yet permits more direct interaction with the specification of textures and parameters, simplifies implementation, and enables on-the-fly generation, manipulation, and specification of shader programs. An embedded shading language also permits the lifting of C++ host language type, modularity, and scoping constructs into the shading language without any additional implementation effort.
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An Embedded Shading LanguageQin, Zheng January 2004 (has links)
Modern graphics accelerators have embedded programmable components in the form of vertex and fragment shading units. Current APIs permit specification of the programs for these components using an assembly-language level interface. Compilers for high-level shading languages are available but these read in an external string specification, which can be inconvenient.
It is possible, using standard C++, to define an embedded high-level shading language. Such a language can be nearly indistinguishable from a special-purpose shading language, yet permits more direct interaction with the specification of textures and parameters, simplifies implementation, and enables on-the-fly generation, manipulation, and specification of shader programs. An embedded shading language also permits the lifting of C++ host language type, modularity, and scoping constructs into the shading language without any additional implementation effort.
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Fúze procedurální a keyframe animace / Fusion of Procedural and Keyframe AnimationKlement, Martin January 2013 (has links)
The goal of this work is to create an application, which will combine procedural and keyfram animations with subsequent visualization. Composition of this two different animations techniques is used to animate a virtual character. To combine this two techniques one starts with interpolations from keyframe animation and then enchance them by procedural animations to properly fit into the characters surroundings. This procedural part of animation is obtained by using forward and inverse kinematics. Whole application is written in C++, uses GLM math library for computations and OpenGL and GLUT for final visualization.
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Vizualizace objemových dat pomocí volume renderingu / 3D Volume Rendering Data VisualizationNěmeček, Pavel January 2010 (has links)
The first part of this project is focused on theoretical analysis of methods for rendering volume data. Both methods are analyzed showing the volume data using triangle mesh, and methods for direct volume rendering. Ray Casting is presented in detail. Possible way of its realization using graphics card is the subject of implementation part. The paper presents several methods that could be applied to ray casting and achieve different results of visualization of the same data. The work also aims to create a graphical user interface that allows interactive visualizations.
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Ladicí nástroj pro shadery / Debugging Tool for ShadersKonečný, Jiří January 2013 (has links)
This thesis deals with implementation of a debugging and development tool for GLSL shader programming. In the text, you will find design of the application and it's implementation in Qt library. The thesis also includes performance testing with GLSL shaders. Experiments were focused on commands of application control flow in GLSL and texturing commands used in shaders. In the thesis, you will find explanation of the functionality of some shaders used in OpenGL. Application developed in this thesis, is meant to help with implementation of graphic programs programmed in OpenGL 3.3 or higher.
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Direct volume illustration for cardiac applicationsMueller, Daniel C. January 2008 (has links)
To aid diagnosis, treatment planning, and patient education, clinicians require tools to anal- yse and explore the increasingly large three-dimensional (3-D) datasets generated by modern medical scanners. Direct volume rendering is one such tool finding favour with radiologists and surgeons for its photorealistic representation. More recently, volume illustration — or non-photorealistic rendering (NPR) — has begun to move beyond the mere depiction of data, borrowing concepts from illustrators to visually enhance desired information and suppress un- wanted clutter. Direct volume rendering generates images by accumulating pixel values along rays cast into a 3-D image. Transfer functions allow users to interactively assign material properties such as colour and opacity (a process known as classification). To achieve real-time framerates, the rendering must be accelerated using a technique such as 3-D texture mapping on commod- ity graphics processing units (GPUs). Unfortunately, current methods do not allow users to intuitively enhance regions of interest or suppress occluding structures. Furthermore, addi- tional scalar images describing clinically relevant measures have not been integrated into the direct rendering method. These tasks are essential for the effective exploration, analysis, and presentation of 3-D images. This body of work seeks to address the aforementioned limitations. First, to facilitate the research program, a flexible architecture for prototyping volume illustration methods is pro- posed. This program unifies a number of existing techniques into a single framework based on 3-D texture mapping, while also providing for the rapid experimentation of novel methods. Next, the prototyping environment is employed to improve an existing method—called tagged volume rendering — which restricts transfer functions to given spatial regions using a number of binary segmentations (tags). An efficient method for implementing binary tagged volume rendering is presented, along with various technical considerations for improving the classifi- cation. Finally, the concept of greyscale tags is proposed, leading to a number of novel volume visualisation techniques including position modulated classification and dynamic exploration. The novel methods proposed in this work are generic and can be employed to solve a wide range of problems. However, to demonstrate their usefulness, they are applied to a specific case study. Ischaemic heart disease, caused by narrowed coronary arteries, is a leading healthconcern in many countries including Australia. Computed tomography angiography (CTA) is an imaging modality which has the potential to allow clinicians to visualise diseased coronary arteries in their natural 3-D environment. To apply tagged volume rendering for this case study, an active contour method and minimal path extraction technique are proposed to segment the heart and arteries respectively. The resultant images provide new insight and possibilities for diagnosing and treating ischaemic heart disease.
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Vizualizace objemových dat pomocí volume renderingu / 3D Volume Rendering Data VisualizationKazík, Jiří January 2009 (has links)
Theoretical part of this project is focused on rendering of volumetric data. It compares and appraise individual methods and thus readers get a good basic knowledge of commonnest causes of problems. Texture Mapped Volume Rendering and Volume Ray-casting methods are described in detail and the latter method is used in implementation of graphic system designed in this thesis. Secondary goals of this work are usage of less powerful hardware for volume-rendering, methods of optimization and dynamic change of output quality.
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