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MophR : a method proposalLyngfelt, Kerstin, Johansson, Eva January 2004 (has links)
No description available.
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MophR : a method proposalLyngfelt, Kerstin, Johansson, Eva January 2004 (has links)
No description available.
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Compiler/Hardware Codesign and Memory Management for a Novel 3D Graphics ProcessorTseng, Sheng-Chih 08 September 2010 (has links)
This thesis is part of a large, multi-laboratory project to develop a GPU system-on-chip (SoC) for embedded systems. In support of this project, this current thesis presents the assembler and linker for the overall system. These tools were developed ¡§from scratch¡¨ for this project, because the both the input (to our assembler) and the output (from our linker) have new formats, due to the novelty of our GPU.
One of the challenges of the work in this thesis is the problem of memory management. Another is the problem of deciding upon an assembly format. But the largest challenge was in co-design. The assembler has to work with a compiler which is also under development by other students. Also, the machine instructions that we produce have to support the format and functionality of the GPU hardware. To accomplish this, the specific details of this hardware had to be rigorously defined through discussion and negotiation. Furthermore, the memory addresses also required codesign with the benchmark development team, which needs to have access to these memory locations. So codesign issues impacted many of the features of this thesis.
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Modelování a vizualizace modelů pokrytí s využitím OpenGLHusták, Michal January 2008 (has links)
No description available.
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Adwall : Visualization of data in OpenGLNordström, Björn, Thuning, Vincent January 2012 (has links)
This thesis describes the problems and solutions of visualizing data in a real time environment.The implemented system consists of three parts, a view, controller and fetcher. These parts are loosely connected by the Model-View-Controller pattern.The performance aspect of the view will be adressed, as of the real time requirement of the visualization.The topics that the performance aspect leads to are; OpenGL optimizations and the feasiblity of using the interpreted programming language Python for real time rendering. The OpenGL optimization topic examines different rendering techniques; how they are implemented and how they perform.The role of the controller is to synchronize and organize the data over a number of views. This thesis will discuss how this was achieved with the publisher-subscribe pattern.The data source in the implementation of the project is the advertisement website Blocket.se. Blocket.se are also the customer of the system.
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An Investigation into the use of OpenGL as a library for the simulation of infrared scenariosLe Roux, Francois Petrus Jacobus 11 November 2005 (has links)
Please read the abstract in the section 00front of this document / Dissertation (MEng (Electronic Engineering))--University of Pretoria, 2006. / Electrical, Electronic and Computer Engineering / unrestricted
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Compiler Support for Vector Processing on OpenGL ES 2.0 ProgramsHuang, Kuo-An 02 September 2010 (has links)
This thesis describes the development of a compiler for OpenGLES 2.0 programs for a novel GPU. This work is a part of a larger project to develop a low-power GPU for embedded systems.
Our compiler has been developed in the LLVM compiler infrastructure. The present thesis focuses on three areas of the compiler: 1) making corrections and improvements to an existing graphics shading language parser, 2) augmenting LLVM¡¦s bit-code format to support the new information from the shading language, and 3) modifying LLVM¡¦s backend to support this augmented bit-code. Much of this work is related to supporting the matrix and vector primitive data types found in OpenGL¡¦s GLSL shading language.
In conjunction with several other theses, as listed in the text, this work achieves a working basic compiler for GLSL code on our new GPU. Continuing work by future researchers is necessary to make the compiler more robust and optimized.
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OpenGL ES-based Emulator with Performance Tuning in the 3DApplication Development Platform for Embedded SystemsHung, Chih-Yang 04 September 2009 (has links)
Developing 3D application for low-performance embedded system often contains some
limitations as hardware specifications (e.g. memory and processing efficiency). Existing
OpenGL ES emulators are designed to provide the development environment for
programmers, but these emulators often are lack of cross-platform performance tuning
analysis for embedded systems and are only suitable for a designated hardware. In this thesis,
we present an OpenGL ES emulator with performance tuning for developing 3D application
of embedded systems without conforming to a specific hardware. It can further help
programmers to emulate 3D application on PC for different development platforms.
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Tvorba aplikaci v prostředí OS Android s využitím OpenGL / Application development for OS Android using OpenGLMikhliuk, Dzmitry January 2016 (has links)
The topic of this thesis is oriented on field of information technologies, especially on a field
of development of the game applications for Android using OpenGL. At the first part of the
thesis is described current situation in a mobile game industry, the most popular operation
systems and opportunities of monetization for single developers or firms. In this part follows
short review of the necessary software and hardware technologies for designing modelling
application, architecture designing, creating of the graphic units, implementation chosen
solution in Java language using LibGDX and Box2D. At the conclusion will be analyzed the
results of the done work and feedback of the users.
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Zobrazování pokřivených zrcadel / Rendering of Nonplanar MirrosČíž, Miloslav January 2017 (has links)
This work deals with the problem of accurately rendering mirror reflections on curved surfaces in real-time. While planar mirrors do not pose a problem in this area, non-planar surfaces are nowadays rendered mostly using environment mapping, which is a method of approximating the reflections well enough for the human eye. However, this approach may not be suitable for applications such as CAD systems. Accurate mirror reflections can be rendered with ray tracing methods, but not in real-time and therefore without offering interactivity. This work examines existing approaches to the problem and proposes a new algorithm for computing accurate mirror reflections in real-time using accelerated searching for intersections with depth profile stored in cubemap textures. This algorithm has been implemented using OpenGL and tested on different platforms.
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