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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

Temporal Anti-Aliasing and Temporal Supersampling in Three-Dimensional Computer Generated Dynamic Worlds / Temporal anti-vikning och temporal supersampling i tredimensionella datorgenerarade dynamiska världar

Stejmar, Carl January 2016 (has links)
This master thesis investigates and evaluates how a temporal component can help anti-aliasing with reduction of general spatial aliasing, preservation of thin geometry and how to get temporal stability in dynamic computer generated worlds. Of spatial aliasing, geometric aliasing is in focus but shading aliasing will also be discussed. Two temporal approaches are proposed. One of the methods utilizes the previous frame while the other method uses four previous frames. In order to do this an efficient way of re-projecting pixels are needed so this thesis deals with that problem and its consequences as well. Further, the results show that the way of taking and accumulating samples in these proposed methods show improvements that would not have been affordable without the temporal component for real-time applications. Thin geometry is preserved up to a degree but the proposed methods do not solve this problem for the general case. The temporal methods' image quality are evaluated against conventional anti-aliasing methods subjectively, by a survey, and objectively, by a numerical method not found elsewhere in anti-aliasing reports. Performance and memory consumption are also evaluated. The evaluation suggests that a temporal component for anti-aliasing can play an important role in increasing image quality and temporal stability without having a substantial negative impact of the performance with less memory consumed.
2

Zobrazení šachů pomocí sledování paprsku / Rendering Chess Using Ray Tracing

Turek, Vojtěch Unknown Date (has links)
This work deals with ray tracing technique, focused to rendering of chess scene with procedural texture materials. Based on this knowledge, program that displays specified chess set is designed.
3

Optimering av sampling quality-parametrar för Mental Ray

Karlsson, Linus January 2011 (has links)
Fotorealistiska 3d-bilder används idag inom ett brett spektrum av branscher. Framställningen av denna typ av grafik kräver ofta väldigt mycket datorkraft. Vid rendering med renderingsmotorer som använder sig av raytracing algoritmer är aliasing ett medfött problem. Lösningen heter anti-aliasing som arbetar för att undvika aliasing artefakter som jagged edges eller Moiré-effekter med mera. En del av anti-aliasingprocessen är supersampling som ofta kräver mycket datorkraft. Att optimera parametrar för supersampling är därför mycket viktigt. Det är möjligt att genom optimering spara väldigt mycket datorkraft och därmed tid. Detta arbete innehåller resultat från experiment där deltagare får bedöma bilder med olika kvalité av anti-aliasing. Resultaten av dessa experiment kan användas som referens vid optimering av renderingsparametrar för anti-aliasing vid rendering med hjälp av Mental Ray.
4

Distributed Ray Tracing v rozumném čase / Distributed Ray Tracing in Reasonable Time

Slovák, Radek January 2011 (has links)
This thesis deals with the method of distributed ray tracing focusing on optimalization of this method. The method uses simulation of some attributes of light by distributing rays of lights and it produces high quality and partly realistic images. The price for realitic effects is the high computational complexity of the method. The thesis analysis the theory connected with these aspects. A large part describes optimalizations of this method, i.e. searching for the nearest triangle intersection using kd-trees, quasi random sampling with faster convergence, the use of SSE instruction set and fast ray - triangle intersection. These optimalizations brought a noticable speed - up. The thesis includes description of implementation of these techniques. The implementation itself emphasises the practical usability including generating some advanced animations and universal description of objects.

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