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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.
861

Trénovatelné metody pro automatické zpracování biomedicínských obrazů / Trainable Methods for Automatic Biomedical Image Processing

Uher, Václav January 2018 (has links)
This thesis deals with possibilities of automatic segmentation of biomedical images. For the 3D image segmentation, a deep learning method has been proposed. In the work problems of network design, memory optimization method and subsequent composition of the resulting image are solved. The uniqueness of the method lies in 3D image processing on a GPU in combination with augmentation of training data and preservation of the output size with the original image. This is achieved by dividing the image into smaller parts with the overlay and then folding to the original size. The functionality of the method is verified on the segmentation of human brain tissue on magnetic resonance imaging, where it overcomes human accuracy when compared a specialist vs. specialist, and cell segmentation on a slices of the Drosophila brain from an electron microscope, where published results from the impacted paper are overcome.
862

Simulace kapalin na GPU / Fluid Simulation Using GPU

Frank, Igor January 2021 (has links)
This thesis focuses on fluid simulation, particularly on coupling between particle based simulation and grid based simulation and thus modeling evaporation. Mentioned coupling is based on the article Evaporation and Condensation of SPH-based Fluids of authors Hendrik Hochstetter a Andreas Kolb. The goal of this thesis is not purely implementing ideas of the mentioned article, but also study of different methods used for fluid simulation.
863

Simulace tekutin v reálném čase / Real-Time Fluid Simulation

Fedorko, Matúš January 2015 (has links)
The primary concern of this work is real-time fluid simulation on modern programmable graphics hardware. It starts by introducing fundamental fluid simulation principles with focus on Smoothed particle hydrodynamics technique. The following discussion then provides a brief introduction to OpenCL as well as contemporary GPU hardware and outlines their programming specifics in comparison with CPUs. Finally, the last two chapters of this work, detail the problem analysis and its implementation.
864

Algoritmy číslicového zpracování obrazu na grafických kartách / The algorithms of digital image processing on graphics cards

Bielczyk, Marek January 2016 (has links)
Purpose of this work is show possibility of using grapichs cart for imaging a video signal. This work is particularly focused on technology CUDA and OpenCL. The solution is first focused on graphics cart and show how has been changed components and how has been changed performaces of graphics cart. Then show CUDA and OpenCL technology itself, and show samples of codes with explain, what which code do. Output of this work is some programs, witch defined for both technology and for both procesors unit. Contribution of this work is show differents between procesors unit, witch can be used to right choose for design your own algorithm.
865

Energy saving at gas compressor stations through the use of parametric diagnostics

Angalev, Mikhail January 2012 (has links)
Increasingly growing consumption of natural gas all around the world requires development of new transporting equipment and optimization of existing pipelines and gas pumping facilities. As a special case, Russian gas pumping system has the longest pipes with large diameter, which carry great amounts of natural gas. So, as reconstruction and modernization needs large investments, a need of more effective and low cost tool appeared. As a result diagnostics became the most wide-spread method for lifecycle assessment, and lifecycle extension for gas pumping units and pipelines.One of the most effective method for diagnostics of gas pumping units is parametric diagnostics. It is based on evaluation of measurement of several termo-gas dynamic parameters of gas pumping units, such as pressures, temperatures and rotational speed of turbines and compressors.In my work I developed and examined a special case of parametric diagnostics – methodic for evaluation of technical state and output parameters for gas pumping unit “Ural-16”. My work contains detailed analysis of various defects, classified by different GPU’s systems. The results of this analysis are later used in development of the methodic for calculation of output parameters for gas pumping unit.GPU is an extremely complex object for diagnostics. Around 200 combinations of Gas Turbine engines with centrifugal superchargers, different operational conditions and other aspects require development of separate methodic almost for each gas pumping unit type.Development of each methodic is a complex work which requires gathering of all possible parametric and statistical data for the examined gas pumping unit. Also parameters of compressed gas are measured. Thus as a result a number of equations are formed which finally allow to calculate such parameters as efficiency, fuel gas consumption and technical state coefficient which couldn’t be measured directly by existing measuring equipment installed on the gas compressor station.
866

Efficient multiple hypothesis tracking using a purely functional array language

Nolkrantz, Marcus January 2022 (has links)
An autonomous vehicle is a complex system that requires a good perception of the surrounding environment to operate safely. One part of that is multiple object tracking, which is an essential component in camera-based perception whose responsibility is to estimate object motion from a sequence of images. This requires an association problem to be solved where newly estimated object positions are mapped to previously predicted trajectories, for which different solution strategies exist.  In this work, a multiple hypothesis tracking algorithm is implemented. The purpose is to demonstrate that measurement associations are improved compared to less compute-intensive alternatives. It was shown that the implemented algorithm performed 13 percent better than an intersection over union tracker when evaluated using a standard evaluation metric. Furthermore, this work also investigates the usage of abstraction layers to accelerate time-critical parallel operations on the GPU. It was found that the execution time of the tracking algorithm could be reduced by 42 percent by replacing four functions with implementations written in the purely functional array language Futhark. Finally, it was shown that a GPU code abstraction layer can reduce the knowledge barrier required to write efficient CUDA kernels.
867

Optimizing array processing on complex I/O stacks usingindices and data summarization

Xing, Haoyuan January 2021 (has links)
No description available.
868

Optimizing a Water Simulation based on Wavefront Parameter Optimization

Lundgren, Martin January 2017 (has links)
DICE, a Swedish game company, wanted a more realistic water simulation. Currently, most large scale water simulations used in games are based upon ocean simulation technology. These techniques falter when used in other scenarios, such as coastlines. In order to produce a more realistic simulation, a new one was created based upon the water simulation technique "Wavefront Parameter Interpolation". This technique involves a rather extensive preprocess that enables ocean simulations to have interactions with the terrain. This paper is about optimizing the current implementation of DICE's water simulation. The goal is to achieve better runtime GPU performance. After implementing various optimizations, a speedup of roughly 4-6x was achieved. Performance was evaluated on the PlayStation 4 gaming console. / DICE, ett svenskt spelföretag, ville ha en mer realistisk vattensimulering. Det flesta storskalna vattensimuleringar som används i spel idag är baserade på havsvattensimuleringstekniker. Dessa tekniker fungerar inte lika bra i andra scenarier, som t.ex. kustlinjer. För att kunna få en mer realistisk simulation, skapades en ny simulation baserad på vattensimuleringstekniken Wavefront Parameter Interpolation. Denna simuleringsteknik involverar en lång förprocess som ger havsvattensimuleringar möjligheten att interagera med terräng. Denna uppsats handlar om att optimera den nuvarande implementationen av DICEs vattensimulering. Målet är att få bättre grafikprestanda under körtid. Efter att olika optimiseringar hade implementerats, blev programmet 4-6x gånger snabbare. Prestandan utvärderades på spelkonsolen PlayStation 4.
869

Zobrazování animovaných oblaků v reálném čase / Real-Time Cloud Rendering

Kučera, Vít Unknown Date (has links)
Clouds are ubiquitous and ever-changing feature of the outdoors. They are an integral factor in Earth's weather systems. Component of water circulation in a nature and a strong indicator of weather patterns and changes. Clouds are important component of the visual simulation of any outdoor scene, but the complexity of cloud formation, dynamics, and light interaction makes cloud simulation and rendering difficult in real time. In an interactive flight simulation, users would like to fly in and around realistic, volumetric clouds. I Present, two main ways of representation cloud in computer graphic, where one way use for modelling Perlin noise and second one use for modelling fluid dynamic system.
870

Kvalitní zobrazení stínů pro složité světelné zdroje / High-Quality Shadow Rendering from Complex Light Sources

Navrátil, Jan January 2016 (has links)
V interaktivních aplikacích jsou stíny tradičně zobrazovány s pomocí algoritmu založeným na stínových mapách. Nevýhodou toho algoritmu je, že stínová mapa, reprezentovaná texturou, má pouze omezené rozlišení. To může vést k nepěkným vizuálním artefaktům objevujících se na hranách stínů. Tato práce představuje postup, který je založen na vylepšené deformaci textury. To umožní zobrazit scénu obsahující složité světelné zdroje, zredukovat artefakty na hranicích stínů a také vylepšit kvalitu stínů bez ohledu na typu scény a její konfiguraci.

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