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Water Animation using Coupled SPH and Wave EquationsVarun Ramakrishnan (13273275) 19 April 2023 (has links)
<p>This thesis project addresses the need for an interactive, real-time water animation tech-<br>
nique that can showcase visually convincing effects such as splashes and breaking waves while<br>
being computationally inexpensive. Our method couples SPH and wave equations in a one-<br>
way manner to simulate the behavior of water in real-time, leveraging OpenGL’s Compute<br>
Shaders for interactive performance and a novel Uniform Grid implementation. Through a<br>
review of related literature on real-time simulation methods of fluids, and water animation,<br>
this thesis presents a feasible algorithm, animations to showcase interesting water effects,<br>
and a comparison of computational costs between SPH, wave equations, and the coupled<br>
approach. The program renders a water body with a planar surface and discrete particles.<br>
This project aims to provide a solution that can meet the needs of various water animation<br>
use-cases, such as games, and movies, by offering a computationally efficient technique that<br>
can animate water to behave plausibly and showcase essential effects in real-time.</p>
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Bildfrekvens i simulering av heuristiskt snötäcke på berg / Frame rate in simulation of a heuristic snow cover on mountainsKlingh Ramsin, John January 2021 (has links)
Snö påverkas av en stor mängd aspekter i verkligheten, och verklighetstrogen simulering av snö är resurskrävande. För att förbättra resursåtgången i applikationer simuleras snö på olika sätt beroende på det önskade resultatet. I denna studie undersöks bildfrekvensen i en heuristisk baserad implementation, med målet att ta reda på hur mycket bildfrekvensen påverkas av vilka aspekter som simuleras. Undersökningen utfördes med hjälp av en tredimensionell bergsmiljö, riktad mot användning i realtid. Aspekter som påverkar snösimulering delas in i tre delar, Snösmältning, Nederbörd, samt Förflyttning av snö. Flera utvärderingar utfördes på olika varianter av artefakten, där bildfrekvensen mättes. Utvärderingarna visade ingen märkbar skillnad i bildfrekvens beroende på vilka aspekter som simuleras. Tydliga förändringar uppstod om texturupplösning och polygonantal modifierades istället.
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Prototypování fotografické kompozice pomocí rozšířené reality / Prototyping of Photographic Composition Using Augmented RealitySalát, 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’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.
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Light Propagation Volumes / Light Propagation VolumesRůžička, 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.
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Volumetrické efekty akcelerované na GPU / Volumetric Efects Accelerated on GPUKubovčík, Tomáš January 2017 (has links)
This thesis deals with simulation and rendering of fluid based volumetric effects, especially effect of fire and smoke. Computations are accelerated on graphics card using modern graphics API with motivation to achieve realistic visual results as well as physically correct calculations. Implemented volumetric effects are distributed as dynamic library which allows addition of these effects to existing applications.
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