Spelling suggestions: "subject:"backtracing"" "subject:"bytracing""
171 |
Hybrid Rendering in 3D Map-Based Grand Strategy Games / Hybrid renderering i 3D kartbaserade strategispelBuckard, Kajsa January 2022 (has links)
Ray tracing comes together with a tremendous computational cost [1]. Therefore, Keller et al., expressed that possible cost reduction appears when a hybrid rendering pipeline is implemented by combining rasterization and ray tracing, which have already been introduced to the film and game industries. Such a rendering method within Grand Strategy Games (GSG) has been an unexplored task. The standard rendering method of GSG has been rasterization. Implementing hybrid rendering for GSG would allow this niche to follow the continuously developing rendering techniques. Therefore, this thesis examined the advantages and disadvantages of hybrid rendering compared to a path traced pipeline. The study measured different camera angles applied to three GSG-inspired scenes by rendering time and quality according to pixelby-pixel comparison focusing on effects like shadows and reflections. Closeup images have been taken on the rendered scenes to evaluate interesting pieces in the scenes. Steady time performance for all angles was the significant advantage of the hybrid pipeline. The angles at lower grades resulted in an increased difference in shadows and reflections for two out of three scenes. Additionally, the entire pixel-by-pixel comparison did not generate more than ten percent difference for any scene and not more than twelve percent difference on closeup images. Still, differences were noticeable to the eye since the path tracer was superior for developing sharp shadows. The hybrid pipeline generated a massive reflection compared to the path tracer. Since the path tracer was defined as the ground truth, this quantity of reflections was not considered positive. The thesis concludes that a simple hybrid rendering pipeline could be an exciting future for GSG, especially for angles above 67.25◦ . Additionally, improving the sharpness of the shadows for the hybrid rendering pipeline could increase the interest in hybrid rendering for GSG even at angles below 67.25◦ . Some interesting future work is rendering advanced 3D map-based GSG scenes, including more shadows and reflections. Another suggestion is a qualitative analysis of users playing a game with the two rendering pipelines before attending a user study about their possible improved graphical experience and how the game experience has been affected. / Strålspårning kommer tillsammans med en stor beräkningskostnad [1]. Därför har Keller m.fl. uttryckt att kostnaderna kan reduceras genom att implementera en hybridrenderingsmetod baserad på en kombination av rastrering och strålspårning, vilket redan har introducerats till film- och spelindustrin. En sådan renderingsmetod inom Grand Strategy Games (GSG) har dock varit ett outforskat område. Standard renderingsmetoden för GSG har varit rastrering. Implementering av hybridrendering för GSG skulle tillåta denna nisch att följa de ständigt utvecklande renderingsteknikerna. Därför undersöker denna avhandling fördelarna och nackdelarna med hybridrendering jämfört med en renderingspipeline baserad på strålspårning. Studien har mätt olika kameravinklar applicerade på GSG-inspirerade scener mätt med renderingstid och kvalitet enligt pixel-för-pixel-jämförelse och med fokus på effekter som skuggor och reflektioner. Närbilder har tagits på de renderade scenerna för att utvärdera intressanta delar i scenerna. Stabil tidprestanda av samtliga vinklar var den betydande fördelen med hybridpipelinen. Vinklarna vid lägre grader resulterade i ökad differens av skuggor och reflektioner för två av tre scener. Dessutom resulterade hela pixeljämförelsen inte mer än tio procents skillnad för någon av scenerna och inte mer än tolv procents skillnad på närbilderna. Ändå var skillnaderna märkbara för ögat eftersom strålspårningen var överlägsen för att generera skarpa skuggor. Hybridlösningen genererade en stor andel reflektion jämfört med strålspårningen. Eftersom strålspårningen definierades som målbilden var denna mängd reflektioner inte positiva. Avhandlingen drar slutsatsen att en enkel hybridmetod kan vara en spännande framtid för GSG, speciellt för vinklar över 67,25◦ . Dessutom kan en förbättring av skärpan på skuggorna för hybridrenderingen öka intresset för hybridrendering för GSG även vid vinklar under 67,25◦ . Intressanta framtida arbeten är rendering av avancerade GSG scener, som inkluderar fler skuggor och reflektioner. Ett till förslag är kvalitativ analys av användare som spelar ett spel med de två renderingsmetoder följt av användarstudie om deras möjliga förbättrade grafiska upplevelse och om spelupplevelsen har drabbats.
|
172 |
Comparison of Ray Tracing and Measurement Results for 5GHz Band Wireless ChannelsDavis, Nidhin January 2009 (has links)
No description available.
|
173 |
Comparison of Indoor Ray Tracing and Measurement Results for 5 GHz Band Wireless ChannelSamudra, Mousmi January 2010 (has links)
No description available.
|
174 |
Raydio: Grafisk radiovågssimulering med strålspårning / Raydio: Graphical radio wave simulation using raytracingIvarsson, Mattias, Lindström, Alexander January 2022 (has links)
Den 5:e generationens mobilnätverk, som utlovat en ökning av bland annat tillgänglighet i förhållande till tidigare nätverksgenerationer, befinner sig just nu i en global pågående lanseringsfas. Lanseringen av 5G-nätet är tänkt att öppna möjligheter för ett stort antal nya användningsområden. Däribland återfinns IoT och kritisk kommunikation inom områden såsom medicinska processer och självkörande bilar för vilka tillgänglighet kommer att vara en viktig faktor. Ett relativt vanligt problem som kan uppstå i och med trådlös uppkoppling är radioskugga, vilket är områden med väldigt låg eller ingen signalnivå. Raydio (som projektet heter) bygger på att använda en relativt ny teknologi för att kunna skapa ett hjälpmedel som ska kunna användas för att utvärdera tillgänglighet för den 5:e generationens mobilnätverks radiovågor. Teknologin som används är strålspårning i realtid. Strålspårningstekniken ska användas till att simulera radiovågor i en grafisk miljö för att kunna hitta områden som saknar täckning, för att sedan kunna ge en grafisk bild av hur det skulle kunna åtgärdas. Resultatet av projektet är ett koncepttest som visar på hur strålspårning kan användas i spelmotorn Unity med hjälp av NVIDIA OptiX strålspårnings-API, och där en början på ett plugin har utformats. / The 5th generation mobile network, which has promised an increase in accessibility compared to its predecessors, is currently in a global launch phase. The launch of the 5G network is intended to open up the possibility of a whole range of new areas of use. Among those are IoT and critical communication in areas such as medical processesand self-driving cars for which accessibility will be an important factor. A relatively common problem that can occur with wireless connection are black spots, which are areas with very low or no signal level. Raydio (as the project is called) is based on using a relatively new technology to be able to create an aid that can be used to evaluate the availability of radio waves for the 5th generation mobile network. The technology to be used is real-time ray tracing. Ray tracing technology will be used to simulate radiowaves in a graphical environment in order to find areas that lacks signal coverage in order to be able to provide a graphical representation of how it could be remedied. The result of the project is a proof of concept using ray tracing in the game engine Unity by using the NVIDIA OptiX ray tracing API, where a basic implementation of a plugin has been designed.
|
175 |
The Influence of Obliquely Propagating Monsoon Gravity Waves on the Polar Summer MesosphereAlexandre, David 01 July 2021 (has links)
The deep convection from monsoons is known to be a major source of gravity waves in the Earth's summer troposphere. While propagating through the middle atmosphere, these waves can carry their momentum up to the mesosphere, following either a vertical or an oblique path. This upward and oblique propagation of gravity waves refers to the latitudinal propagation, away from their low-latitude tropospheric source and towards the polar summer mesosphere. Their dissipation in this atmospheric region plays an important role in the global dynamical structure of the middle atmosphere and yet, the oblique propagation of gravity waves is not included in the present global models. Understanding the influence of the obliquely propagating monsoon gravity waves on the polar summer mesosphere, as well as the hemispheric and seasonal variations of this phenomenon, can improve the gravity-wave parameterization schemes used in the global models. My dissertation relies upon the atmosphere theory and the gravity-wave observations, first, to perform an observational analysis of the oblique propagation of gravity waves in the summer hemisphere. In response to temperature anomalies in the winter northern stratosphere, the distribution of the gravity-wave pseudomomentum flux in the opposite summer mesosphere appeared to be altered. This in turn changes the gravity-wave oblique propagation and its influence on the temperature variations seen in the polar mesospheric clouds. After the development of a 4-D non-hydrostatic ray-tracing model for the simulation of the gravity-wave propagation, my dissertation explores the hemispheric and seasonal differences in the propagation and dissipation of more than 40,000 gravity waves from the low-latitude troposphere. These ray-tracing simulations show the southern hemisphere to be more conducive to both the vertical and the oblique propagation of tropospheric to mesospheric gravity waves. This analysis also highlighted a strong wave filtering at the northern tropopause where a significant number of gravity waves were vertically reflected before reaching the stratosphere. / Doctor of Philosophy / The propagation of waves throughout the Earth's atmosphere is a key phenomenon to understanding the global atmosphere dynamics. These atmospheric waves are known to change the temperature, the pressure, the density and the composition of the middle atmosphere. As a wave propagates upward, the density of the atmospheric background exponentially decreases, resulting in an exponential increase in the wave amplitude and thus, an exponential increase in the energy carried by the wave. When the wave breaks, this energy is released and transferred to the background flow. Gravity waves are part of the atmospheric wave spectrum that is of interest to the scientific community. While small-scale gravity waves can form from tropospheric instabilities such as an unbalanced flow over the mountains or a deep convection from monsoon or thunderstorms, they can propagate up to the upper mesosphere where they can break and transfer a significant amount of energy to the background flow. Although the significant role of these gravity waves in the coupling mechanisms between atmospheric regions is without dispute, their horizontal scale is too small to be resolved by most of the global-scale atmospheric models. The deep convection from monsoon regions is known to be a major source of mesospheric GWs and previous studies on summer northern hemisphere have shown that monsoon GWs tend to propagate obliquely from the low-latitude stratopause up to the high-latitude mesopause. We focus the observational study on the summer southern hemisphere and the Inter-Hemispheric Coupling (IHC) between the summer mesopause, where Polar Mesospheric Clouds (PMCs) form, and the winter stratosphere where sudden warmings occur. PMCs are excellent indicators of atmospheric changes. Their correlations with wind, temperature and GW pseudomomentum flux highlight the consequences of anomalies in the winter stratosphere, such as warmings, on the oblique propagation of GWs that influence the PMC formation in the summer southern hemisphere. After the computation of a ray-tracing model for the simulation of the gravity-wave propagation, a hemispheric and seasonal comparison of the tropospheric to mesospheric gravity-wave propagation based on four simulations highlights the spectral nature of this phenomenon.
|
176 |
A Comparison between Vector Algorithm and CRSS Algorithms for Indoor Localization using Received Signal StrengthObeidat, Huthaifa A.N., Dama, Yousif A.S., Abd-Alhameed, Raed, Hu, Yim Fun, Qahwaji, Rami S.R., Noras, James M., Jones, Steven M.R. 09 January 2016 (has links)
No / A comparison is presented between two indoor localization algorithms using received signal strength, namely the vector algorithm and the Comparative Received Signal Strength (CRSS) algorithm. Signal values were obtained using ray tracing software and processed with MATLAB to ascertain the effects on localization accuracy of radio map resolution, number of access points and operating frequency. The vector algorithm outperforms the CRSS algorithm, which suffers from ambiguity, although that can be reduced by using more access points and a higher operating frequency. Ambiguity is worsened by the addition of more reference points. The vector algorithm performance is enhanced by adding more access points and reference points while it degrades with increasing frequency provided that the statistical mean of error increased to about 60 cm for most studied cases. / No full text available. Unable to contact the publisher.
|
177 |
Analýza elektromagnetické vlny na rozhraní heterogenního prostředí / Analysis of an Electromagnetic Wave on the Boundary between Electromagnetic MaterialsKadlec, Radim January 2014 (has links)
The proposed dissertation thesis contains an analysis of conditions on the boundary between layers having varied electromagnetic properties. The research is performed using consistent theoretical derivation of analytical formulas, and the underlying problem is considered also in view of multiple boundaries including the effect of the propagation of electromagnetic waves having different instantaneous speed. The author presents a survey and formulation of the basic characteristics of methods used for electromagnetic wave propagation analysis; in this respect, special emphasis is placed on radial models. The processing of the topic involved the designing and verification (using a set of different, layered planar materials) of algorithms to analyze the electromagnetic field components. The algorithm was assembled to enable simple evaluation of all components of the electromagnetic field in relation to the speed of the wave propagation in a heterogeneous environment. The proposed algorithms are compared by means of different numerical methods for the modelling of electromagnetic waves on the boundary between materials; moreover, electromagnetic field components in common points of the model were also subject to comparison. When in conjunction with tools facilitating the analysis of material response to the source of a continuous signal, the algorithms constitute a supplementary instrument for the design of a layered material. Such design enables the realization of, for example, recoilless plane, recoilless transition between different types of environment, and filters for both optical and radio frequencies.
|
178 |
Initial access for 5G mmWave private networksLi, Mei January 2023 (has links)
This research delves into wireless communication systems, with a particular focus on initial access processes, channel modeling, and beamforming strategies. The study involves meticulous channel data collection across diverse urban, suburban, and rural terrains, each presenting unique propagation challenges. The research also simulates a typical communication network with four base stations, adjusting their configurations to suit the varied terrains. A central focus is the implementation of the cell search methodology, including the exploration of random beamforming at both system and cell levels. The findings indicate that the cell-level system configurations do not yield significant performance improvements over the baseline configuration. Furthermore, potential increased costs associated with this strategy are noted. However, it is essential to highlight that this project serves as a critical exploration of the potential benefits of random beamforming at the cell level within non-public network scenarios. While the improvements observed are minimal, the insights gained from this research are poised to guide future research endeavors and contribute to the elimination of uncertainties in the field of wireless communication. / Denna forskning fördjupar sig i trådlösa kommunikationssystem, med särskilt fokus på initiala åtkomstprocesser, kanalmodellering och strålformningsstrategier. Studien involverade noggrann kanaldatainsamling över olika urbana, förorts- och landsbygdsterränger, var och en med unika spridningsutmaningar. Forskningen simulerade också ett typiskt kommunikationsnätverk med fyra basstationer som justerade deras konfigurationer för att passa de varierande terrängerna. Ett centralt fokus var implementeringen av cellsökningsmetoden, inklusive utforskning av slumpmässig strålformning på både system- och cellnivå. Resultaten indikerade att systemkonfigurationerna på cellnivå inte gav signifikanta prestandaförbättringar jämfört med baslinjekonfigurationen. Dessutom noterades potentiella ökade kostnader förknippade med denna strategi. Det är dock viktigt att betona att detta projekt fungerade som en kritisk utforskning av de potentiella fördelarna med slumpmässig strålformning på cellnivå inom icke-offentliga nätverksscenarier. Även om de observerade förbättringarna var minimala, är insikterna från denna forskning redo att vägleda framtida forskningsinsatser och bidra till att eliminera osäkerheter inom området trådlös kommunikation.
|
179 |
Development of a low cost linear fresnel solar concentratorWalker, Gregg Stuart 12 1900 (has links)
Thesis (MScEng)--Stellenbosch University, 2013. / ENGLISH ABSTRACT: This study describes the design and construction of a low-cost linear Fresnel solar concentrator. Ray-trace simulation models that analyse optical performance were developed and then used to perform sensitivity analyses of various characteristics of linear Fresnel concentrators. The design of a small-scale concentrator was optimised using the simulation models, after which the concentrator was constructed in the solar laboratory. The concentrator consists of a single-motor tracking system, flat primary mirrors and a low-cost secondary concentrator that approximates a compound parabolic concentrator. Testing revealed satisfactory performance that was comparable to the simulation models’ prediction. The construction of a low-cost solar concentrator that can replace existing thermal sources for the generation of power and process heat is thus achievable. / AFRIKAANSE OPSOMMING: Die ontwerp en konstruksie van 'n laekoste- lineêre Fresnel-sonkonsentreerder word in hierdie studie beskryf. Stralingsimulasiemodelle wat optiese werksverrigting analiseer is ontwikkel en gebruik om sensitiwiteitsanalises van die verskillende eienskappe van lineêre Fresnel-konsentreerders te doen. Die modelle is verder gebruik om die ontwerp van 'n kleinskaalse konsentreerder te optimeer, waarna die konsentreerder in die sonlaboratorium gebou is. Die konsentreerder bestaan uit 'n enkelmotorvolgingstelsel, plat primêre spieëls en 'n laekoste- sekondêre konsentreerder soortgelyk aan 'n saamgestelde, paraboliese konsentreerder. Toetsing dui bevredigende werksverrigting aan, vergelykbaar met wat die simulasiemodelle voorspel het. Dit is dus moontlik om 'n laekoste-sonkonsentreerder wat bestaande termiese bronne vir kragopwekking en proseshittegenerasie kan vervang, daar te stel.
|
180 |
Interactive Preview Renderer for Complex Camera Models / Interactive Preview Renderer for Complex Camera ModelsZámečník, Bohumír January 2012 (has links)
Title: Interactive Preview Renderer for Complex Camera Models Author: Bohumír Zámečník Department: Department of Software and Computer Science Education Supervisor: Dr. Alexander Wilkie Supervisor's e-mail address: alexander@wilkie.at Abstract: An interactive renderer was implemented that allows users to preview the effects of imaging with lenses, such as depth of field, bokeh (defocus highlights) and tilt-shift lens configurations. It is based on a state-of-the-art method which com- bines the power of GPU rasterization and ray tracing. Many models and interactive visualizations were created. A non-interactive simulation of a complex geometrical lens model has been made which is able to produce optical aberrations. Also a prototype implementation of recent fast spreading filters is available. A thorough summary of the principles of optical image formation, lens models and depth of field rendering methods used in computer graphics is given along with a comparison of the approaches and new insights. New possibilities of representing the behavior of complex lenses are suggested, which could be employed to accelerate the rendering. Keywords: image synthesis, camera models, depth of field, GPU, image-based ray tracing
|
Page generated in 0.3927 seconds