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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

Procedural Media Representation / Proceduriell Medierepresentation

Henrysson, Anders January 2002 (has links)
<p>We present a concept for using procedural techniques to represent media. Procedural methods allow us to represent digital media (2D images, 3D environments etc.) with very little information and to render it photo realistically. Since not all kind of content can be created procedurally, traditional media representations (bitmaps, polygons etc.) must be used as well. We have adopted an object-based media representation where an object can be represented either with a procedure or with its traditional representation. Since the objects are created on the client the procedures can be adapted to its properties such as screen resolution and rendering performance. To keep the application as small and flexible as possible, each procedure is implemented as a library which is only loaded when needed. The media representation iswritten in XML to make it human readable and easy editable. The application is document driven where the content of the XML document determines which libraries to be loaded. The media objects resulting from the procedures is composited into the media representation preferred by the renderer together with the non-procedural objects. The parameters in the XML document are relative to parameters determined by the system properties (resolution, performance etc.) and hence adapt the procedures to the client. By mapping objects to individual libraries, the architecture is easy to make multi threaded and/or distributed.</p>
2

Procedural Media Representation / Proceduriell Medierepresentation

Henrysson, Anders January 2002 (has links)
We present a concept for using procedural techniques to represent media. Procedural methods allow us to represent digital media (2D images, 3D environments etc.) with very little information and to render it photo realistically. Since not all kind of content can be created procedurally, traditional media representations (bitmaps, polygons etc.) must be used as well. We have adopted an object-based media representation where an object can be represented either with a procedure or with its traditional representation. Since the objects are created on the client the procedures can be adapted to its properties such as screen resolution and rendering performance. To keep the application as small and flexible as possible, each procedure is implemented as a library which is only loaded when needed. The media representation iswritten in XML to make it human readable and easy editable. The application is document driven where the content of the XML document determines which libraries to be loaded. The media objects resulting from the procedures is composited into the media representation preferred by the renderer together with the non-procedural objects. The parameters in the XML document are relative to parameters determined by the system properties (resolution, performance etc.) and hence adapt the procedures to the client. By mapping objects to individual libraries, the architecture is easy to make multi threaded and/or distributed.
3

A comparative performance analysis of Fast Fourier Transformation and Gerstner waves

Westerberg, Morgan, Olguin Jönsson, Oliver January 2023 (has links)
Background:  As time moves on hardware is able to tackle heavier and more complex computations in real-time systems. This means that more realistic and stylistic environments can be computed. One of these environments is the ocean. To simulate ocean water in real-time, procedural methods such Gerstner waves and Fast Fourier Transformation (FFT) have been developed.    Objectives: The primary objective of this thesis is to compare two procedural methods that are designed to simulate realistic ocean water waves. Meanwhile, the goal of this thesis is for developers to gain an insight into these two methods used in order to simulate realistic ocean water waves. Additionally, it will also discuss advantages as well as disadvantages with both, which gives developers a thorough understanding of the most appropriate method for implementation.  Methods: FFT and Gerstner waves will be implemented in order to perform comparisons of resources, computation time and Video Random Access Memory (VRAM). The procedural methods will be calculated on the GPU and measured using DirectX 11 query interface. Lastly, the final step is to gather data from the CPU side, and store the metrics for time it took to render a frame and scalability of the displacement maps. \noindent\textbf{Results}.The profiling and experiments showed that FFT is more computationally intensive and requires more VRAM. For scalability, FFT also scales worse in terms of both computation time and VRAM usage. Conclusions: From the results we can conclude that FFT is more computationally heavy and requires more VRAM usage than Gerstner waves. In none of the tests did the computation time of Gerstner waves take longer than FFT. Depending on grid resolution, FFT took 4-16 times longer to compute than Gerstner. Even though Gerstner waves takes less time to compute, for smaller grids, less than 512x512, the difference is less than 0.2ms.

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