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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

Texturmappningsalgoritmer : Jämförelse mellan Normal-mapping, Parallax-mapping och Relief-mapping

Klahr, Joakim January 2006 (has links)
<p>Denna rapport jämför tre stycken texturmappningsalgoritmer vars uppgift är att öka detaljrikedomen på ytor utan att tillföra några extra polygoner. Algoritmerna är tre stycken pixel-shaders vars uppgift är att skapa illusionen av tre dimensioner istället för två på de ytor algoritmerna är applicerad på. Ytor med få polygoner ska se ut att bestå utav många fler.</p><p>Fyra expriment har utförts på tre, till formen mycket olika, 3D-modeller tillsammans med tre olika texturuppsättningar berstående utav färg-, normal- och höjdtextur.</p><p>Resultatet visar att alla tre tekniker har olika starka och svaga sidor och på så vis sina optimala användningsområden.</p>
2

Different Mapping Techniques for Realistic Surfaces

Öhrn, Kristina January 2008 (has links)
<p>The different mapping techniques that are used increases the details on surfaces without increasing the number of polygons. Image Based Sculpting tools in the program Modo and Z-Brush is used to create folds and wrinkles from photographs of actual fabrics instead of trying to create these shapes by modeling them. This method makes it easier to achieve photorealistic renderings and produce as realistic fabric dynamics as possible when they are applied on objects.</p>
3

Texturmappningsalgoritmer : Jämförelse mellan Normal-mapping, Parallax-mapping och Relief-mapping

Klahr, Joakim January 2006 (has links)
Denna rapport jämför tre stycken texturmappningsalgoritmer vars uppgift är att öka detaljrikedomen på ytor utan att tillföra några extra polygoner. Algoritmerna är tre stycken pixel-shaders vars uppgift är att skapa illusionen av tre dimensioner istället för två på de ytor algoritmerna är applicerad på. Ytor med få polygoner ska se ut att bestå utav många fler. Fyra expriment har utförts på tre, till formen mycket olika, 3D-modeller tillsammans med tre olika texturuppsättningar berstående utav färg-, normal- och höjdtextur. Resultatet visar att alla tre tekniker har olika starka och svaga sidor och på så vis sina optimala användningsområden.
4

User Study of Quantized MIP Level Data In Normal Mapping Techniques

Clementson, Martin, Augustsson, John January 2017 (has links)
The standard MIP mapping technique halves the resolution of textures for each level of the MIP chain. In this thesis the bits per pixel(bpp) is reduced as well. Normal maps are generally used with MIP maps, and todays industry standard for these are usually 24 bpp.The reduction is simulated as there is currently no support for the lower bpp in GPU hardware. Objectives: To render images of normal mapped objects with decreasing bpp for each level in a MIP chain and evaluate these against the standard MIP mapping technique using a subjective user study and an objective image comparison method. Methods: A custom software is implemented to render the images with quantized normal maps manually placed in a MIP chain. For the subjective experiment a 2AFC test is used, and the objective part consists of a PDIFF test for the images. Results: The results indicate that as the MIP level is increased and the bpp is lowered, users can increasingly see a difference. Conclusions: The results show that participants can see a difference as the bpp is reduced, which indicates normal mapping as not suitable for this method, however further study is required before this technique can be dismissed as an applicable method
5

Facial Realism through Wrinkle Maps : The Perceived Impact of Different Dynamic Wrinkle Implementations

Kaspersson, Max January 2015 (has links)
Context. Real time rendering has many challenges to overcome, one of them being character realism. One way to move towards realism is to use wrinkle maps. Although already used in several games, there might be room for improvement, common practice suggests using two wrinkle maps, however, if this number can be reduced both texture usage and workload might be reduced as well. Objectives. To determine whether or not it is possible to reduce the number of wrinkle maps from two to one without having any significant impact on the perceived realism of a character. Methods. After a base character model was created, a setup in Maya were made so that dynamic wrinkles could be displayed on the character using both one and two wrinkle maps. The face were animated and rendered, displaying emotions using both techniques. A two-alternative forced choice experiment was then conducted where the participants selected which implementation displaying the same facial expression and having the same lighting condition they perceived as most realistic. Results. Results showed that some facial expressions had more of an impact of the perceived realism than others, favoring two wrinkle maps in every case where there was a significant difference. The expressions with the most impact were the ones that required different kinds of wrinkles at the same area of the face, such as the forehead, where one variant of wrinkles run at a more vertical manner and the other variant runs horizontally along the forehead. Conclusions. Using one wrinkle map can not fully replicate the effect of using two when it comes to realism. The difference on the implementations are dependant on the expression being displayed.
6

Different Mapping Techniques for Realistic Surfaces

Öhrn, Kristina January 2008 (has links)
The different mapping techniques that are used increases the details on surfaces without increasing the number of polygons. Image Based Sculpting tools in the program Modo and Z-Brush is used to create folds and wrinkles from photographs of actual fabrics instead of trying to create these shapes by modeling them. This method makes it easier to achieve photorealistic renderings and produce as realistic fabric dynamics as possible when they are applied on objects.
7

Grafické demo v OpenGL řízené hudbou / Graphics Demo in OpenGL Controlled by Music

Koza, Tomáš Unknown Date (has links)
The goal of this thesis was to create graphical demo in OpenGL, which would appropriately react on music, which is inseparable part of graphical demos. Work consists of two main parts, first is programming of real-time graphical engine, second is creating graphical demo which would run on graphical engine created in first part. First part focues on programming of OpenGL based application, which would render scene in real-time using techniques from computer graphics. Second part focuses mainly on graphical activity, which includes 3D modelling, texturing, creating animation and connection to music (reaction of environment and animations to changes in music)
8

Review of Displacement Mapping Techniques and Optimization / Granskning av Displacement Mapping Tekniker och Optimering

Lundgren, Mikael, Hrkalovic, Ermin January 2012 (has links)
This paper explores different bump mapping techniques and their implementation. Bump mapping is a technique that is used in computer games to make simple 3D objects look more detailed than what they really are. The technique involves using a texture to change the objects normals to simulate bumps and is used to avoid rendering high polygonal objects. Over the years some different techniques have been developed based on bump mapping, these are normal mapping, relief mapping, parallax occlusion mapping, quadtree displacement mapping and so on. The first part of this paper we go through our goals and our research methodology. We then write about four different techniques and describe how they work. We also go through how they are implemented. After that we start our experiments and measure the different techniques against each other. When the first testing has been done, we start to optimize the techniques and run a second test to see how much faster, if it is faster, the optimization is compared to the previous tests. When the tests are done, we present our test data and analyse them. Finally we discuss the techniques and the testing. Then we finish up with a conclusion. / Mikaels telefon: 072-181 77 29 Ermins telefon: 076-178 97 59

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