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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.
71

Shaderprestanda inom Unity : En jämförelse mellan Unity Shader Graph och HLSL shaders / Shader Performance Within Unity : A comparison between Unity Shader Graph and HLSL shaders

Börjesson, Jonathan January 2022 (has links)
Genom att skapa shaders kan datorspelsutvecklare åstadkomma en uppsjö av visuella effekter. Det enda som sätter gränserna är fantasin och prestandan. En av de största spelmotorerna på marknaden är Unity Engine (Unity Technologies, 2005). Det finns två utvecklingsmetoder för att skapa shaders i Unity; genom det visuella verktyget Unity Shader Graph eller genom att programmera i High-Level Shading Language. Fördelen med Unity Shader Graph är dess användarvänlighet. Kan en följd av denna användarvänlighet vara en nackdel på resultatets prestanda?  Denna studies syfte är att undersöka prestandaskillnader mellan shaders implementerade med High-Level Shading Language kontra Unity Shader Graph. Detta undersöktes genom att skapa tre shaders i Unity Shader Graph och sedan tre utseendemässigt liknande shaders i High-Level Shading Language. Efter skapandet, optimerades shadersarna skapta med High-Level Shading Language genom optimeringstekniker föreslagna av Crawford och O’Boyle (2018). Resultatet visade att inga starka kopplingar kunde göras mellan användandet av Unity Shader Graph och försämrad prestanda. Testresultaten var inte konklusiva, vissa shaders presterade bättre på en hårdvara men sämre på alternativ hårdvara. Vid 3 av 6 test presterade de jämförda shadersarna utan en signifikant prestandaskillnad. / <p>Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet. </p><p>There are other digital material (eg film, image or audio files) or models/artifacts that belongs to the thesis and need to be archived.</p>
72

Zobrazování medicínských dat v reálném čase / Medical Data Rendering in Real-Time

Lengyel, Kristián January 2010 (has links)
This thesis deals with design and implementation of an application for medical data imaging in real-time. The first part of project is focused on methods for obtaining data in medical practice and visualization of large volume data on computer using familiar rendering approaches. Similar applications are used outside of medicine in other fields, such as chemistry to display molecular structures or microorganisms. Another part of project will focus on benefits of visualization of volumetric data using programmable hardware and new methods of parallelization of algorithms on graphics card using CUDA technology, and OpenCL. The resulting application will display the volume of medical data based on selected method accelerated by programmable shaders, and time-consuming operations will be paralleled on graphics card.
73

A Zoomable 3D User Interface using Uniform Grids and Scene Graphs

Rinne, Vidar January 2011 (has links)
Zoomable user interfaces (ZUIs) have been studied for a long time and many applications are built upon them. Most applications, however, only use two dimensions to express the content. This report presents a solution using all three dimensions where the base features are built as a framework with uniform grids and scene graphs as primary data structures. The purpose of these data structures is to improve performance while maintaining flexibility when creating and handling three-dimensional objects. A 3D-ZUI is able to represent the view of the world and its objects in a more lifelike manner. It is possible to interact with the objects much in the same way as in real world. By developing a prototype framework as well as some example applications, the usefulness of 3D-ZUIs is illustrated. Since the framework relies on abstraction and object-oriented principles it is easy to maintain and extend it as needed. The currently implemented data structures are well motivated for a large scale 3D-ZUI in terms of accelerated collision detection and picking and they also provide a flexible base when developing applications. It is possible to further improve performance of the framework, for example by supporting different types of culling and levels of detail
74

Contextualization of Autonomous Spaceflight Operations for deep space planetary encounters

Marcinkowski, Michal January 2018 (has links)
This work concerns the research and application of data visualization techniques to depict ongoing activities in mankind’s investigation of space as part of a larger open-source visualization- and science-outreach software known as OpenSpace. It involves the construction of a physically accurate virtual environment of our local star group and solar system so as to facilitate development of a robust and generalized solution capable of articulating mission-science to its viewers. The research part is focused on deploying data visualization methods suitable for contextualizing scientific findings towards the general public in a pedagogical manner, with the end goal to provide a fully operational New Horizons visualization on the day of encounter with Pluto for the first public broadcast of OpenSpace across the globe.
75

Hierarchické techniky pro výpočet osvětlení / Hierarchical Techniques in Lighting Computation

Ligmajer, Jiří January 2012 (has links)
This master thesis deals with description of hierarchical techniques in global lighting computation. Here is explaining the importance of hierarchical techniques in lighting computation and shows method, how to use these hierarchical techniques in realtime radiosity and its extension to dynamic area lighting. These two techniques are described in detail in the first part of this project. In the other part is desing and implementation of application for dynamic area lighting computation.
76

Prototypování fotografické kompozice pomocí rozšířené reality / Prototyping of Photographic Composition Using Augmented Reality

Salát, Marek January 2016 (has links)
The thesis deals with an image processing problem called image matting. The problem involves detection of a foreground and background in an image with minimal user interaction using trimaps. Foreground detection is used in image composition. The goal of the thesis is to apply already known algorithms, in this case A Global sampling matting, in an Android application. The most important result is an intuitive application that can be used for making creative viral photos. Agile methodology is applied throughout the whole application development cycle. From the very beginning, the application is publicly available as a minimum viable product on Google play. The work&#8217;s contribution is in optimization of the mentioned algorithm for use in mobile devices and parallelization on a GPU, together with a publicly available application.
77

Light Propagation Volumes / Light Propagation Volumes

Růžička, Tomáš January 2016 (has links)
The aim of master thesis is to describe different calculation of global illumination methods including Light Propagation Volumes. All three steps of LPV calculation are widely described: injection, propagation and rendering. It is also proposed several custom extensions improving graphics quality of this method. Two parts of design and implementation are focused on scene description, rendering system, shadow rendering, implementation of LPV method and proposed extensions. As conclusion, measurement and several images of application are presented, followed by comparison in environment with diffenent parameters, thesis summary with evaluation of achieved results and suggestions of further improvements.
78

3D animace postavy v počítačové grafice / Animation of 3D Character in Computer Graphics

Pečenka, Michal January 2008 (has links)
The main goal of this project was to familiarize readers with the techniques used in real-time animation of 3D characters. This work is focused on two types of animation: keyframe animation and skeletal animation. There are described algorithms for software and hardware accelerated model deformations, keyframe interpolations, animation blending, inverse kinematics and ragdoll. The result of this project is a framework, which consists of an animation library, examples demonstrating library functions and tools for export animations from 3D Studio Max and MilkShape 3D.
79

Real-time vizualizace povětrnostních vlivů v terénu / Realtime Weather in a Landscape Visualisation

Vlček, Adam January 2009 (has links)
Thanks to the increasing computation power the complexity and dynamism of virtual reality is continuously improving. This work aims to examine influences of weather in a landscape and the means to simulate and dynamically visualize them in real time on the current personal computer hardware. The main goal is to find quick well looking approximations rather than a complex physically correct simulation. The work covers using modern programmable GPU not only for visualization but also as a powerful simulation instrument. The main topic is water movement in the terrain and its effects on it like erosion, snow melting and moisture impact on vegetation. This requires dynamic terrain texturing and algorithms supporting fast geometry and normals updates.
80

Vizualizace značených buněk modelového organismu / Visualization of Marked Cells of a Model Organism

Kubíček, Radek Unknown Date (has links)
This master thesis is focused on volumetric data rendering and on highlighting and visualization of the selected cells of the model organisms. These data are captured by a confocal deconvolution microscope. Input data form one large volumetric block containing separate slices. This data block is rendered by an applicable method and then are identified and visualized the cells marked by the GFP (Green Fluorescent Protein) process or by chlorophyle fluorescency. The principal aim of this work is to find out the preferably optimal effective method enabling this highlighting, most preferably working without a manual check. Due to the data structure, this ambition seems hardly realizable, so it suffices to find out a manual working method. The last step is to embed the results of this work into FluorCam application, the confocal deconvolution microscope data visualizer.

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