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Prestandajämförelse av Angular, React och Vue.js : En komparativ studie av JavaScriptbiblioteket React och ramverken Vue och Angular ur ett prestandaperspektiv i webbläsarna Google Chrome, Microsoft Edge och Mozilla Firefox / Performance comparison of Angular, React and Vue : A comparative study of the JavaScript library React, and the frameworks Vue and Angular from a performance perspective in the browsers Google Chrome, Microsoft Edge, and Mozilla FirefoxYbrahim, Christian January 2023 (has links)
Långa laddningstider eller bristfällig prestanda kan ha en negativ effekt på användarupplevelsen av en webbsida. Utvecklare kan ta hänsyn till detta vid skapande av ett system genom valet av ramverk, men eftersom det finns ett brett utbud av JavaScript ramverk, som är ett av de mest populära programmeringsspråken, kan det bli en utmaning. Syftet med arbetet är att med hjälp av olika tester och testermetoder jämföra prestandan mellan JavaScript ramverken Angular, React och Vue för att hjälpa utvecklare att välja ramverk. Testerna som ramverken genomförde var rendering av bilder och videor samt skapande, uppdaterande och borttagande av 1 000/50 000 DOM element i webbläsarna Google Chrome, Microsoft Edge och Mozilla Firefox för att samla in kvantitativa data. Verktyget WebPageTest användes för att mäta prestandan vid rendering av bilder och videor. Tidsstämplarna performance.now() och Date.now() användes för att mäta tiden det tog att utföra DOM manipulationer i millisekunder. Resultatet för ramverken lades in i tabeller och en poängskala skapades för att räkna ut vilket ramverk som var mest effektivt. React presterade bäst vid rendering av bilder och videor med 53 poäng, Vue resulterade i 37 poäng och Angular 5 poäng. Vid DOM manipulering var Vue mest effektiv och tilldelades 42 poäng, Angular fick 32 poäng och React 14 poäng. För att ta reda på vilket av ramverken som generellt var effektivast summerades poängen för båda testerna och resulterade i att Vue totalt presterade bäst med 79 poäng, React hamnade på andra plats med 67 poäng och Angular sist med 37 poäng. React och Vue hade små marginaler mellan varandra i resultatet vid rendering av bilder och videor vilket gör till ett passande ramverk för webbsidor som kräver regelbunden DOM manipulering och som innefattar bilder och videor. Angular presterade bäst vid skapande och uppdatering av 50 000 element i alla webbläsare samt uppdatering av 1 000 element i Google Chrome och Mozilla Firefox. React var minst effektiv vid skapande och uppdatering av element, men presterade bäst vid borttagning av 50 000 element i Google Chrome och Microsoft Edge.
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Accelerating Graphics Rendering on RISC-V GPUsSimpson, Joshua 01 June 2022 (has links) (PDF)
Graphics Processing Units (GPUs) are commonly used to accelerate massively parallel workloads across a wide range of applications from machine learning to cryptocurrency mining. The original application for GPUs, however, was to accelerate graphics rendering which remains popular today through video gaming and video rendering. While GPUs began as fixed function hardware with minimal programmability, modern GPUs have adopted a design with many programmable cores and supporting fixed function hardware for rasterization, texture sampling, and render output tasks. This balance enables GPUs to be used for general purpose computing and still remain adept at graphics rendering. Previous work at the Georgia Institute of Technology has been done to implement a general purpose GPU (GPGPU) in the open source RISC-V ISA. The implementation features many programmable cores and texture sampling support. However, creating a truly modern GPU based on the RISC-V ISA requires the addition of fixed function hardware units for rasterization and render output tasks in order to meet the demands of current graphics APIs such as OpenGL or Vulkan. This thesis discusses the work done by students at the Georgia Institute of Technology and California Polytechnic State University SLO to accelerate graphics rendering on RISC-V GPUs including the specific contributions made to implement and connect fixed function graphics hardware for the render output unit (ROP) to the programmable cores in a RISC-V GPU. This thesis also explores the performance and area cost of different hardware configurations within the implemented GPU.
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Volume Rendering Simulation in Real-TimePerez Soler, Enrique January 2020 (has links)
Computer graphics is a branch of Computer Science that specializes in the virtual representation of real-life objects in a computer screen. While the past advancements in this field were commonly related to entertaining media industries such as video games and movies, these have found a use in others. For instance, they have provided a visual aid in medical exploration for healthcare and training simulation for military and defense.Ever since their first applications for data visualization, there has been a growth in the development of new technologies, methods and techniques to improve it. Today, among the most leading methods we can find the Volumetric or Volume Rendering techniques. These allow the display of 3-dimensional discretely sampled data in a 2dimensional projection on the screen.This thesis provides a study on volumetric rendering through the implementation of a real-time simulation. It presents the various steps, prior knowledge and research required to program it. By studying the necessary mathematical concepts including noise functions, flow maps and vector fields; an interactive effect can be applied to volumetric data. The result is a randomly behaved volumetric fog. The implementation issues, intricacies and paradigms are reflected upon and explained. The conclusion explores the results while these illustrate what can be accomplished using mathematical and programming notions in the manipulation of graphic data. / Datorgrafik är en filial inom datavetenskap som specialiserar sig på realistisk virtuell representation av verkliga objekt på en datorskärm. Medan de tidigare framstegen inom detta område vanligtvis var relaterade till underhållande medieindustrier som videospel och filmer, hade dessa hittat en annan användning i andra. De har tillhandahållit ett visuellt stöd inom bland annat sjukvård, arkitektur, militär och försvar och utbildning.Helt sedan deras första applikationer för visualisering av data har det skett en tillväxt av ny teknik, metoder och tekniker för att förbättra datarepresentationen. Idag, bland de mest ledande metoderna, kan vi hitta Volumetric eller Volume Renderingtekniker. Dessa möjliggör visning av 3-dimensionell diskret sampling av data i en tvådimensionell projektion på skärmen.Dennaavhandling ger en studie om volumetrisk rendering genom en realtidsimulering. Den presenterar de olika stegen, kunskapen och forskningen som krävs för att simulera den med hjälp av de matematiska grunderna som gör det mycket eftertraktat och även beräkningsproblematiskt. Implementeringsfrågor, komplikationer och paradigmer återspeglas och förklaras medan resultaten illustrerar vad som kan åstadkommas med matematiska och programmeringsmeddelanden när de tillämpas på manipulering av grafisk data.
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Real-time Cinematic Design Of Visual Aspects In Computer-generated ImagesObert, Juraj 01 January 2010 (has links)
Creation of visually-pleasing images has always been one of the main goals of computer graphics. Two important components are necessary to achieve this goal --- artists who design visual aspects of an image (such as materials or lighting) and sophisticated algorithms that render the image. Traditionally, rendering has been of greater interest to researchers, while the design part has always been deemed as secondary. This has led to many inefficiencies, as artists, in order to create a stunning image, are often forced to resort to the traditional, creativity-baring, pipelines consisting of repeated rendering and parameter tweaking. Our work shifts the attention away from the rendering problem and focuses on the design. We propose to combine non-physical editing with real-time feedback and provide artists with efficient ways of designing complex visual aspects such as global illumination or all-frequency shadows. We conform to existing pipelines by inserting our editing components into existing stages, hereby making editing of visual aspects an inherent part of the design process. Many of the examples showed in this work have been, until now, extremely hard to achieve. The non-physical aspect of our work enables artists to express themselves in more creative ways, not limited by the physical parameters of current renderers. Real-time feedback allows artists to immediately see the effects of applied modifications and compatibility with existing workflows enables easy integration of our algorithms into production pipelines.
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New Visualization Techniques for Multi-Dimensional Variables in Complex Physical DomainsVickery, Rhonda J 13 December 2003 (has links)
This work presents the new Synthesized Cell Texture (SCT) algorithm for visualizing related multiple scalar value fields within the same 3D space. The SCT method is particularly well suited to scalar quantities that could be represented in the physical domain as size fractionated particles, such as in the study of sedimentation, atmospheric aerosols, or precipitation. There are two components to this contribution. First a Scaling and Distribution (SAD) algorithm provides a means of specifying a multi-scalar field in terms of a maximum cell resolution (or density of represented values). This information is used to scale the multi-scalar field values for each 3D cell to the maximum values found throughout the data set, and then randomly distributes those values as particles varying in number, size, color, and opacity within a 2D cell slice. This approach facilitates viewing of closely spaced layers commonly found in sigma-coordinate grids. The SAD algorithm can be applied regardless of how the particles are rendered. The second contribution provides the Synthesized Cell Texture (SCT) algorithm to render the multi-scalar values. In this approach, a texture is synthesized from the location information computed by the SAD algorithm, which is then applied to each cell as a 2D slice within the volume. The SCT method trades off computation time (to synthesize the texture) and texture memory against the number of geometric primitives that must be sent through the graphics pipeline of the host system. Analysis results from a user study prove the effectiveness of the algorithm as a browsing method for multiple related scalar fields. The interactive rendering performance of the SCT method is compared with two common basic particle representations: flat-shaded color-mapped OpenGL points and quadrilaterals. Frame rate statistics show the SCT method to be up to 44 times faster, depending on the volume to be displayed and the host system. The SCT method has been successfully applied to oceanographic sedimentation data, and can be applied to other problem domains as well. Future enhancements include the extension to time-varying data and parallelization of the texture synthesis component to reduce startup time.
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Voluntary Movement in Architectural Representation: The Exploration of Video Game Technology in ArchitectureDWITYABASWARA, DIONISIUS M. 21 August 2008 (has links)
No description available.
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Implementation and Evaluation of a Multiple-Points Haptic Rendering AlgorithmSrivastava, Mayank 16 July 2007 (has links)
No description available.
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Importance-driven algorithms for scientific visualizationBordoloi, Udeepta 13 July 2005 (has links)
No description available.
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Parallel time varying volume rendering on tile displaysGarcia, Antonio 05 January 2006 (has links)
No description available.
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Volume Visualization Using Advanced Graphics Hardware ShadersXUE, Daqing 12 September 2008 (has links)
No description available.
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