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Framework integration in practiceCherkasov, Stanislav January 2015 (has links)
Development of modern software is a challenging task that requires software developers to leverageexisting functionality by means of reusable code structures, libraries, frameworks and middleware. This allows shortening development time and lowering costs, while keeping resulting software competitive, reliable and maintainable.However, developing software based on reuse of existing libraries and frameworks has its own challenges and requires programmers to be aware of the issuesthey might face.This paper discusses common difficultiesfaced by software developers while developing complex software systems based on reusable libraries and frameworks.The issuesare described along with possible solutions and exemplified by a custom UI framework named AxeZ. AxeZ is designed for customized UI development for Android phones and is built on top of OpenGL and Bullet Physics engine.As a result, AxeZ can be consideredan instanceof successfully designed framework, which implements solutions forthe challenges discussed in this paper. It provides an example of reusable framework targeted for wide area of application in UI programming
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GPU accelerated rendering of vector based maps on iOSQvick Faxå, Alexander, Bromö, Jonas January 2014 (has links)
Digital maps can be represented as either raster (bitmap images) or vector data. Vector maps are often preferable as they can be stored more efficiently and rendered irrespective of screen resolution. Vector map rendering on demand can be a computationally intensive task and has to be implemented in an efficient manner to ensure good performance and a satisfied end-user, especially on mobile devices with limited computational resources. This thesis discusses different ways of utilizing the on-chip GPU to improve the vector map rendering performance of an existing iOS app. It describes an implementation that uses OpenGL ES 2.0 to achieve the same end-result as the old CPU-based implementation using the same underlying map infras- tructure. By using the OpenGL based map renderer as well as implementing other performance optimizations, the authors were able to achieve an almost fivefold increase in rendering performance on an iPad Air.
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Global Illumination in Real-Time using Voxel Cone Tracing on Mobile Devices / Global illuminering i realtid på mobila enheterWahlén, Conrad January 2016 (has links)
This thesis explores Voxel Cone Tracing as a possible Global Illumination solutionon mobile devices.The rapid increase of performance on low-power graphics processors hasmade a big impact. More advanced computer graphics algorithms are now possi-ble on a new range of devices. One category of such algorithms is Global Illumi-nation, which calculates realistic lighting in rendered scenes. The combinationof advanced graphics and portability is of special interest to implement in newtechnologies like Virtual Reality.The result of this thesis shows that while possible to implement a state of theart Global Illumination algorithm, the performance of mobile Graphics Process-ing Units is still not enough to make it usable in real-time.
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Grafické intro 64kB s použitím OpenGL / Graphics Intro 64kB Using OpenGLOlexa, Jan January 2019 (has links)
The goal of this thesis is to create a graphics intro using the OpenGL library, where the maximal size of the executable is 64 kB. The program is written in C++ language and uses OpenGL version 4.6.
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Generování a zobrazování rozsáhlých voxelových scén / Generating and Rendering of Large Voxel-Based ScenesČejchan, Daniel January 2019 (has links)
This thesis focuses on creating an application for procedural generation and visualisation of a volumetric terrain using the OpenGL library. The terrain is considered to be mostly static, however with a possibility of modification of individual voxels. The project seeks a compromise between rendering performance and the aesthetics. The design is led in a way so that it could be further used as a foundation for a game. An emphasis is put on accelerating used methods on the GPU.
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Light Propagation Volumes / Light Propagation VolumesMikulica, Tomáš January 2015 (has links)
This thesis deals with problem of computation of global illumination in real-time. Two methods are described. Namely Reflective Shadow Maps and Light Propagation Volumes. The first of them deals with the problem by using extended Shadow Mapping algorithm. The second one uses scene embedded into a 3D grid together with Spherical harmonics to compute light propagation in the scene. Furthermore this thesis contains results of measurement of the rendering speed of the Light Propagation Volumes algorithm with various settings on several machines. Quality of the resulting output of the algorithm is also evaluated.
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Stínové techniky na dnešním hardware a jejich porovnání / Shadow Techniques on Contemporary Hardware and Their ComparisonTóth, Michal January 2014 (has links)
This master's project focuses on basic techniques of creating shadows in 3D computer graphics. Two basic techniques are compared. Those are shadow maps and shadow volumes. Another technique combining previouse two is proposed.
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Generování modelů domů pro Open Street Mapy / Building Model Generator for Open Street MapsLibosvár, Jakub January 2013 (has links)
This thesis deals with the procedural generation of building models based on a given pattern. The community project OpenStreetMap is used for obtaining datasets that create the buildings platform patterns. A brief survey of classifiers and formal grammars for modeling is introduced. Designing an estate classifier and algorithm for building generation is practical aspect of this thesis, including the algorithm implementation. 3D output meshes are rendered using OpenGL in real-time.
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Rozšířená realita pro platformu Android / Augmented Reality for Android PlatformNohejl, Petr January 2011 (has links)
This thesis describes design and implementation of augmented reality system for Android platform using location sensors. The application serves as a navigation and displays geographical points of interest. Thesis deals with augmented reality on mobile devices, describes design of own framework and mentions the details about implementation of selected problems. Finally, the results are evaluated.
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Interaktions- und Animationstechniken in virtuellen WeltenStrauss, Juergen 31 January 1997 (has links)
Die vorliegende Arbeit beschreibt die Spezifikation und den
Entwurf eines Systems der Virtuellen Realitaet.
Das Verhalten der Objekte in diesem System basiert dabei
auf ausgewählten physikalischen Gesetzmaessigkeiten.
Es wurde eine kurze Analyse der am Lehrstuhl verfuegbaren
Soft- und Hardware durchgefuehrt, um einen Ausgangspunkt
fuer die weiteren Betrachtungen zu gewinnen.
Bei Spezifikation und Entwurf des Basissystems wurde Wert
auf ein strukturiertes Vorgehen, einen modularen Aufbau und
eine gute Erweiterbarkeit für spaetere Arbeiten gelegt.
Der praktische Teil der Arbeit realisiert die Implementation
eines Experimentalsystems auf einem IBM-kompatiblen Computer
unter dem Betriebssystem WindowsNT und der Entwicklungs-
umgebung VisualC++ 4.0.
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