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An Application and Analysis of Recursive Sudvidision SchemesVillatoro, Cecilia 01 January 2017 (has links)
The following paper discusses the application of two subdivision algorithms for the purpose of finding an optimal way of rendering smooth spherical surfaces. Subdivision algorithms are used on three dimensional models. These algorithms typically manipulate the original object to produce one that is more visually pleasing and more realistic to the object we are attempting to recreate. We applied two popular subdivision algorithms to some simple meshes to compare their outcomes. In this project we implemented some of these algorithms in order to gain some insight into how these algorithms differ in the way that they are transforming the input mesh. Our desired goal was to see if there is any basis for which we can say that one algorithm outperforms the other. Our comparison runs through several iterations of subdivision and compares their theses meshes visually. In comparing these meshes our desired visual outcome is a mesh that is more smooth or more spherical. Another metric we looked at was the number of faces being produced for each mesh. In addition, we compared the algorithms in terms of the time they took to perform subdivision. These metrics form the basis for our comparison of performance and we discuss the details of these further in this paper.In our results we found that the two algorithms we are comparing perform quite similarly on certain meshes with respect to the visual output and the time they take to perform subdivision. On meshes of different types however the algorithms might output visually distinguishable meshes upon repeated subdivisions. Finding what factors influence whether the algorithms perform similarly provides an avenue for future work.
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Grafické intro 64kB s použitím OpenGL / Graphics Intro 64kB Using OpenGLJuránková, Markéta January 2010 (has links)
The aim of the master's thesis is to create a graphic intro with the limited size of 64kB. Brief history of a demoscene and the graphics library OpenGL is introduced in the following text. The main part of the work is a description of minimal graphics techniques used in a creative process and their further application in the final programme.
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Recursive subdivision algorithms for curve and surface designQu, Ruibin January 1990 (has links)
In this thesis, the author studies recursIve subdivision algorithms for curves and surfaces. Several subdivision algorithms are constructed and investigated. Some graphic examples are also presented. Inspired by the Chaikin's algorithm and the Catmull-Clark's algorithm, some non-uniform schemes, the non-uniform corner cutting scheme and the recursive subdivision algorithm for non-uniform B-spline curves, are constructed and analysed. The adapted parametrization is introduced to analyse these non-uniform algorithms. In order to solve the surface interpolation problem, the Dyn-Gregory-Levin's 4-point interpolatory scheme is generalized to surfaces and the 10-point interpolatory subdivision scheme for surfaces is formulated. The so-called Butterfly Scheme, which was firstly introduced by Dyn, Gregory Levin in 1988, is just a special case of the scheme. By studying the Cross-Differences of Directional Divided Differences, a matrix approach for analysing uniform subdivision algorithms for surfaces is established and the convergence of the 10-point scheme over both uniform and non-uniform triangular networks is studied. Another algorithm, the subdivision algorithm for uniform bi-quartic B-spline surfaces over arbitrary topology is introduced and investigated. This algorithm is a generalization of Doo-Sabin's and Catmull-Clark's algorithms. It produces uniform Bi-quartic B-spline patches over uniform data. By studying the local subdivision matrix, which is a circulant, the tangent plane and curvature properties of the limit surfaces at the so-called Extraordinary Points are studied in detail.
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Vytvoření 3D modelů a návodů pro počítačové cvičení kurzu Moderní počítačová grafika / Creating 3D models and tutorials for computer exercises in Modern computer graphicsGros, Jan January 2015 (has links)
The content of this thesis is to introduce with the issues taught in the course MGMP and create tutorials and 3D models in Blender for computer exercises of course MGMP. The first part is devoted to some similar courses taught at universities in the Czech Republic. Another parts are dealing with the method of Catmull-Clark subdivision surfaces, texture mapping issues, issues of curves and animation of objects with using curves. The last part is about shading 3D models and about various methods which have been developed and are in use to this day. The output of work are video tutorials and models for MGMP course, dealing with different parts of the thesis.
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Procedural Worlds : A proposition for a tool to assist in creation of landscapes byprocedural means in Unreal Engine 5Sjögren, Viktor, Malteskog, William January 2023 (has links)
This thesis explores the possibilities of creating landscapes through procedural means within the game engine Unreal Engine 5. The aim is to provide a flexible procedural landscape tool that doesn't limit the user and that is compatible with existing systems in the engine. The research questions focuses on comparison to other work regarding landscape generation and generation of procedural roads. The process to achieve this was done through extensive implementation adding modules that both builds upon and adds to the source code. The implementation was divided into five major components, which was noise generation for terrain, biotope interpolation, asset distribution, road generation and a user interface. Perlin noise, utilizing Fractal Brownian Motion were a vital part of generating terrain with varying features. For interpolation a modified version of Lowpass Gaussian filtering was implemented in order to blend biotope edges together. Asset distribution and road generation were implemented in a way that uses pseudo-randomness combined with heuristics. The user interface was done to tie everything together for testing. The results shows potential for assisting in procedural landscape creation with a large amount of freedom in customization. There is however flaws in some aspects, namely the interpolation methods suffer from clear visual artefacts. Whether it is suitable for professional standards remains to be fully proven objectively as the testing in this thesis work was limited.
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Grafické intro 64kB s použitím OpenGL / Graphics Intro 64kB Using OpenGLBurkot, Martin January 2011 (has links)
This thesis deals with the creation of minimal graphics intro. Intro size is not extending 64kB. The base of the intro is procedurally generated terrain supplemented with procedural vegetation and texture representing clouds. It also has terrain texture and imported 3D models. As background music is music playing.
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Escape Motions: Rozšíření editoru Flame Painter / Escape Motions: Flame Painter ExtensionsPiovarči, Rastislav January 2013 (has links)
Main goal of this master´s thesis is to propose and implement improvements to an original purely raster version of Flame Painter editor. An enhancement of the undo/redo system with emphasise to its functionality and memory requirements has been implemented. Moreover, the editor was extended by adding an ability to edit brush strokes using vector primitives which effectively assist the user in future stroke editing. This project was created in cooperation with employees of the Escape Motions Company.
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Grafické intro 64kB s použitím OpenGL / Graphics Intro 64kB Using OpenGLMilet, Tomáš January 2012 (has links)
This thesis deals with the creation of the intro with limited size. This work describes methods for reducing the size of the final application. The main part describes methods for generating graphic content and methods for its animation. It deals with creation of textures and geometry. Another part is aimed on the physical simulation of particle and elastic systems.
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