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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.
91

Global Illumination in Real-Time using Voxel Cone Tracing on Mobile Devices / Global illuminering i realtid på mobila enheter

Wahlén, 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.
92

Grafické intro 64kB s použitím OpenGL / Graphics Intro 64kB Using OpenGL

Olexa, 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.
93

Generování a zobrazování rozsáhlých voxelových scén / Generating and Rendering of Large Voxel-Based Scenes

Čejchan, 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.
94

Light Propagation Volumes / Light Propagation Volumes

Mikulica, 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.
95

Stínové techniky na dnešním hardware a jejich porovnání / Shadow Techniques on Contemporary Hardware and Their Comparison

Tóth, 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.
96

Generování modelů domů pro Open Street Mapy / Building Model Generator for Open Street Maps

Libosvár, 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.
97

Rozšířená realita pro platformu Android / Augmented Reality for Android Platform

Nohejl, 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.
98

Interaktions- und Animationstechniken in virtuellen Welten

Strauss, 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.
99

Graphik-Programmierung mit OpenGL

Kuska, Jens-Peer 01 November 2018 (has links)
1 Einführung, 2 Transformationen, 3 Kamera und Projektion, 4 Objekte im Raum, 5 Licht und Oberflächen, 6 Texturen, 7 Transparenz und transparente Texturen, 8 Direkte Pixel-Operationen, 9 Display Listen und Vertex-Felder, 10 Mehrfaches Rendern der Szene, 11 Schatten mit dem Schablonen Puffer
100

Simulating High Detail Brush Painting on Mobile Devices : Using OpenGL, Data-Driven Modeling and GPU Computation / Simulering av penselmålning med hög detaljrikedom på mobila enheter

Blanco Paananen, Adrian January 2016 (has links)
This report presents FastBrush, an advanced implementation for real time brush simulation, which achieves high detail with a large amount of bristles, and is lightweight enough to be implemented for mobile devices. The final result of this system has far higher detail than available consumer painting applications. Paintbrushes have up to a thousand bristles. Adobe Photoshop is only able to simulate up to a hundred bristles in real-time, while FastBrush is able to capture the full detail of a brush with up to a thousand bristles in real-time on mobile devices. Simple multidimensional data driven modeling is used to create a deformation table, which enables calculating the physics of the brush deformations in near constant time for the entire brush, and thus the physics calculation overhead of a large number of bristles becomes negligible. The results show that there is a large potential for use of data driven models in high detail brush simulations. / Denna rapport presenterar FastBrush, en avancerad implementation för realtidssimulation av penselmålning som uppnår hög detalj med en stor mängd penselstrån, samt är snabb nog att implementeras för mobila enheter. Det slutgiltliga resultatet av denna implementation har mycket högre detail än nuvarande tillgängliga konsumentapplikationer. Penslar har ett tusen individuella penselstrån. Adobe Photoshop är begränsad till att simulera maximum ett hundra penselstrån, medan FastBrush kan uppnå fullständig detaljrik återgivning med upp till ett tusen penselstrån i realtid på mobila enheter. Enkel multidimensionell datadriven modellering används för att skapa en deformationstabell, vilket möjliggör att beräkna fysiken för penselns deformation i nära konstant tid, och därför blir de kostnaden av fysikkalkylationerna för ett högt antal individuella penselstrån försummbar. Resultaten visar att det finns stor potential för användning av datadrivna modeller i högdetaljerade penselsimulationer.

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