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Fast self-shadowing using occluder texturesColeman, Christopher Ryan 25 April 2007 (has links)
A real-time self-shadowing technique is described. State of the art shadowing techniques that utilize
modern hardware often require multiple rendering passes and introduce rendering artifacts. Combining
separate ideas from earlier techniques which project geometry onto a plane and project imagery onto an
object results in a new real-time technique for self-shadowing. This technique allows an artist to construct
occluder textures and assign them to shadow planes for a self-shadowed model. Utilizing a graphics
processing unit (GPU), a vertex program computes shadowing coordinates in real-time, while a fragment
program applies the shading and shadowing in a single rendering pass. The methodology used to create
shadow planes and write the vertex and fragment programs is given, as well as the relation to the previous
work. This work includes implementing this technique, applying it to a small set of test models, describing
the types of models for which the technique is well suited, as well as those for which it is not well suited,
and comparing the techniqueâÂÂs performance and image quality to other state of the art shadowing
techniques. This technique performs as well as other real-time techniques and can reduce rendering
artifacts in certain circumstances.
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A Software Tool Suite for Performance Monitoring and Verification of a 3D Graphics SoCHo, Tsung-Yu 09 September 2009 (has links)
System-on-a-Chip (SoC) has been applied in numerous varieties of consumer electronics, especially in mobile device. The user interface of mobile device changes from traditional 2D graphic interface into the complicated 3D graphic interface. The fully computation of 3D graphics on SoC aims for low power dissipation that must be the key factor of SoC development. This thesis proposes a software tool suite for performance monitoring and verification. The performance monitoring contains real-time monitoring, static counter analysis, and hardware sub-module record. And the verification tool includes scenes capturing, scenes comparison, and error ratio analysis. After proposing the software tool suite, we can do: (1) find out the errors between hardware and software; (2) analyze the accuracy of hardware computation; (3) Real-time monitoring hardware vertex, pixel, and memory read/write counts.
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Strongly partitioned system architecture for integration of real-time applicationsKim, Daeyoung, January 2001 (has links) (PDF)
Thesis (Ph. D.)--University of Florida, 2001. / Title from first page of PDF file. Document formatted into pages; contains xiii, 148 p.; also contains graphics. Vita. Includes bibliographical references (p. 141-147).
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On-line deadline scheduling under relaxed metrics of optimality /cKar-Keung ToTo, Kar-keung. January 2000 (has links)
Thesis (Ph. D.)--University of Hong Kong, 2001. / Includes bibliographical references (leaves 68-70) and index.
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Implementation issues of real-time trajectory generation on small UAVs /Kingston, Derek Bastian, January 2004 (has links) (PDF)
Thesis (M.S.)--Brigham Young University. Dept. of Electrical and Computer Engineering, 2004. / Includes bibliographical references (p. 75-79).
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On the effectiveness of additional resources for on-line firm deadline scheduling /Ngan, Tsuen-wan. January 2002 (has links)
Thesis (M. Phil.)--University of Hong Kong, 2002. / Includes bibliographical references (leaves 57-59).
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Distributed dispatchers for partially clairvoyant schedulersYellajyosula, Kiran S. January 2003 (has links)
Thesis (M.S.)--West Virginia University, 2003. / Title from document title page. Document formatted into pages; contains ix, 63 p. : ill. (some col.). Includes abstract. Includes bibliographical references (p. 60-63).
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A web-based real-time monitoring system for geotechnical applicationLiu, Yaming, 劉亞明 January 2011 (has links)
published_or_final_version / Civil Engineering / Master / Master of Philosophy
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Modeling and interactive rendering of urban environmentsKuang, Zheng-zheng, 鄺錚峥 January 2014 (has links)
Modeling and interactive rendering of urban environments are difficult as it is telling the story of simulating our real and complex world. Urban environment contains various buildings with different kinds of materials and different shapes, modeling such objects with conventional triangle mesh are not reasonable. It's not difficult to create the models, but to store and transmit the enormous data caused by the mesh models. Such amount of data is also very difficult to be put into computer memory for realtime rendering. Besides, roads and trees are also important parts of an urban environment. It is obvious that they share almost the same complexity of modeling and rendering with buildings due to similar problems. Therefore realtime interactive rendering with good visualization quality is very difficult to achieve. In this thesis, we are going to introduce various techniques for different objects in an urban environment to overcome mentioned problems.
The first part of this thesis introduces a compact representation of urban building models called Non-uniform Texture, NUT for short. The representation is able to model a building with memory footprint more than two orders of magnitude smaller than that of its mesh counterpart, while impressive details and rendering performance are preserved. The second part introduces a compact representation of urban roads. The representation is also very efficient in data storage and memory consumption. Combing with NUT, the representation
also offers great visual quality. The third part introduces an efficient rendering pipeline of trees. The pipeline requires no details to be stored to achieve data efficiency. The pipeline uses almost all functionality of mainstream GPU to provide stunning visual and rendering performance. The final part of this thesis introduces a robust computation of up vector, to solve the problem of camera rotation during video capture.
With all the mentioned features, we are going to produce a living urban environment within one system. / published_or_final_version / Computer Science / Doctoral / Doctor of Philosophy
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A deformable terrain model in multi-domain dynamics using elastoplastic constraints: An adaptive approach / Modellering av deformerbar terräng med elastoplastiska bivillkor i flerkroppsdynamik: Ett adaptivt tillvägagångssättAgvik, Simon January 2015 (has links)
Achieving realistic simulations of terrain vehicles in their work environment does not only require a careful model of the vehicle itself but the vehicle's interactions with the surroundings are equally important. For off-road ground vehicles the terrain will heavily affect the behaviour of the vehicle and thus puts great demands on the terrain model. The purpose of this project has been to develop and evaluate a deformable terrain model, meant to be used in real-time simulations with multi-body dynamics. The proposed approach is a modification of an existing elastoplastic model based on linear elasticity theory and a capped Drucker-Prager model, using it in an adaptive way. The original model can be seen as a system of rigid bodies connected by elastoplastic constraints, representing the terrain. This project investigates if it is possible to create dynamic bodies just when it is absolutely necessary, and store information about possible deformations in a grid. Two methods used for transferring information between the dynamic bodies and the grid have been evaluated; an interpolating approach and a discrete approach. The test results indicate that the interpolating approach is preferable, with better stability to an equal performance cost. However, stability problems still exist that have to be solved if the model should be useful in a commercial product.
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